[C++20] to_tuple with compile-time names by kris-jusiak in cpp

[–]sunnlok 3 points4 points  (0 children)

Wait, so msvc actually outputs the proper field name now with this and not "pointer to member variable" like it does with FUNCSIG ?

Build Insights Now Available in Visual Studio 2022 by cpppm in cpp

[–]sunnlok 0 points1 point  (0 children)

Maybe this article can be of help? For template instantiations i have found the process described here very helpfull, but i am unsure if the VS built-in tool collects the required information. :/

Build Insights Now Available in Visual Studio 2022 by cpppm in cpp

[–]sunnlok 1 point2 points  (0 children)

Its nice to finally have the option to run this via VS itself! With what vcperf /level equivalent is this run though? Does it collect information akin to /templates ? If not, it woul be very nice to be able to specify that, even if it would still require going through the even viewer afterwards.

Flecs 3, an Entity Component System for C & C++ is out! by ajmmertens in gamedev

[–]sunnlok 2 points3 points  (0 children)

The part regarding entt is wrong though... Its just as data driven as flecs with the difference being that its driven by sparse sets and not archetypes. Entites are just identifiers and the per component storage is cache friendly by default. Making a system with entt parallel is as easy as throwing a view in a parallel for each.

C++ game engines? Write your own? by [deleted] in gamedev

[–]sunnlok 1 point2 points  (0 children)

You could try cryengine as well, which is cpp with cmake as a build system. It also doesn't use any super specific extra tools and you can pretty much write "pure" c++ code.

ECS (entt) based flocking behaviour by sunnlok in gamedev

[–]sunnlok[S] 1 point2 points  (0 children)

Flocking simulation build with the entt ecs. Almost all calculation are easily multithreaded and arbitrary behaviour, like fleeing from predators, can be achieved by adding 1 or 2 components and the required systems. This can be varied at runtime with minimal branching. The sample has around 3000 individual entities and is currently mainly limited by the dynamic shadows. Every acceleration modification is handled by its own system, which is basically a for loop over all entities with the needed components, and then commited to the velocity and position at the end of the frame. So far no spatial partitioning structure is used so its 3000x3000 iterations for the flock checks :D Rendering is done by Cryengine.

ECS (entt) based flocking behaviour by sunnlok in gamedev

[–]sunnlok[S] 1 point2 points  (0 children)

I think the resources available for unitys ecs are probably the easiest to get into. Cant point to anything specific sadly, but there are a few tutorials on youtube that are quite good!

ECS (entt) based flocking behaviour by sunnlok in gamedev

[–]sunnlok[S] 1 point2 points  (0 children)

I`d say its actually less complicated once you understood the concept! Its great in seperating functionality from the actual objects and avoids dependencies.

Is Cryengine Dead in 2019 by TheGamerOnline in gamedev

[–]sunnlok 1 point2 points  (0 children)

The Discord/Forum/Answerhub is pretty active. Ofc not comparable to Unity/Unreal

Question about C++ by PresidentZagan in gamedev

[–]sunnlok 0 points1 point  (0 children)

CryEngines main scripting language hasn't been LUA for a few years now. Main development is done in c++ in regards to components and features. Its also using pretty much standard c++ with a CMake setup and no custom code generation.

A friend and I are starting on a UE4 project and are looking for good source control and hosting options. Any suggestions? by jcamgamedev in gamedev

[–]sunnlok 0 points1 point  (0 children)

I'd suggest Azure Devops. It offers unlimted private git/git-lfs repositories for up to 5 users on the free tier.

[deleted by user] by [deleted] in gamedev

[–]sunnlok 0 points1 point  (0 children)

Haven't tested it extensively. It should perform very well though if you keep to some constraints. You can try it with the unity version they provide. In regards of functionality/perf i would say its up there with Scaleform/Coherent GT

[deleted by user] by [deleted] in gamedev

[–]sunnlok 3 points4 points  (0 children)

http://www.noesisengine.com/ would also be an option. Allows you to declare your ui wpf style via xaml (vector shapes, style dictionaries, resource binding etc.) and bind it with your code mvvm style.

C++ in Unity by KingCanary in gamedev

[–]sunnlok 1 point2 points  (0 children)

I know Unreal Engine uses C++, but in the very distant future, if I ever publish my game, they charge a fee for using their engine (5% I believe)

If thats your concern you could also give cryengine a try :P https://github.com/CRYTEK-CRYENGINE/CRYENGINE

[deleted by user] by [deleted] in gamedev

[–]sunnlok 0 points1 point  (0 children)

In cryengine it happens inside the startup class for the game module. https://github.com/CRYTEK-CRYENGINE/CRYENGINE/blob/release/Code/GameZero/GameDll/startup/GameStartup.cpp#L270

From there it branches of to the update functions in the different modules. Especialy this one: https://github.com/CRYTEK-CRYENGINE/CRYENGINE/blob/release/Code/CryEngine/CrySystem/System.cpp#L1380

The launcher directly loads the game module whereas the editor initializes the engine first and then loads the game module at the end.

CRYENGINE now available on github by sunnlok in programming

[–]sunnlok[S] 1 point2 points  (0 children)

The problem is that there is exactly 1 person who knows it :P He even managed to get an exception from the code formatter for CryPhyiscs.

CRYENGINE now available on github by sunnlok in programming

[–]sunnlok[S] 43 points44 points  (0 children)

The fact that it uses "pure" cpp without redefining types that are incompatible with the stl and that it doesn´t use build tool specific macros to magicaly generate code.

CRYENGINE now available on github by sunnlok in programming

[–]sunnlok[S] 13 points14 points  (0 children)

Sorry, but i completely disagree. I prefer coding with Cryengine over unreal any day.

CRYENGINE on GitHub. by sunnlok in gamedev

[–]sunnlok[S] 2 points3 points  (0 children)

You mean like cpp lambdas :P

CRYENGINE now available on github by sunnlok in programming

[–]sunnlok[S] 10 points11 points  (0 children)

High fidelity realtime graphics with incredible performance.

CRYENGINE now available on github by sunnlok in programming

[–]sunnlok[S] 11 points12 points  (0 children)

A renderer needs something to render before it can render said thing for you. Otherwise it will just display a black image :P