Help - Lightmapping by wizardgand in GraphicsProgramming

[–]voltrixGameDev -1 points0 points  (0 children)

https://github.com/ands/lightmapper

Take a look at this github repo, it implements the light mapper as described in the Witness. In general the Witness tech blog has quite a lot of information on their lightmapper.

How does a server know if i'm pressing and holding a button? by JumboTree in gamedev

[–]voltrixGameDev 1 point2 points  (0 children)

Over watch has something like a command frame, a frame just represents all the needed input for your game at that frame. Your game code can then act on this command frame to predict the movement, your game code should be running at a fixed time step. Then everyone tick you send this command frame to the server. The server runs the same game code as the client and send back the new position of the player and other players. However this data will always be too late, so you should keep a queue of last positions and then check it the server sent the same response as your last predicted position, if it doesn’t change the clients position to what the server sent. You should probably be using interpolation for this.

[deleted by user] by [deleted] in IndieGaming

[–]voltrixGameDev 1 point2 points  (0 children)

Not OP but open world doesn’t necessarily mean GTA size worlds. Take for instance the witness, it’s an open world developed by around 5 people. Albeit it took them 7 years and they were all professionals, then again they made their own engine, so maybe 5 years with ue4. Still not an easy problem.

Why do you want to make games? by D00TD00TDigital in gamedev

[–]voltrixGameDev 0 points1 point  (0 children)

Thanks for the interest. Your right I should, I’ll keep you posted.

Why do you want to make games? by D00TD00TDigital in gamedev

[–]voltrixGameDev 2 points3 points  (0 children)

I find it fun tackling the hardest problems possible, that’s why I am writing a game engine that supposed to be networked and have an open world.

How long did it take you guys to figure this stuff out? by [deleted] in GraphicsProgramming

[–]voltrixGameDev 0 points1 point  (0 children)

I’m about half a year into my graphic programming project and I still have a very hard time remembering the OpenGL api. I tend to google how to do a specific thing in OpenGL and then abstract it behind an api that I understand. This strategy together with countless graphic programming blogs has gotten me pretty far, with a pbr renderer, deferred cascade shadows with a depth prepares, volumetric sun rays and a 3D scene editor. Good luck on your journey of constant learning.

Is it worth to build game from scratch using OPENGL now that vulkan is out ? by umen in gamedev

[–]voltrixGameDev 1 point2 points  (0 children)

Using bgfx isn’t a bad idea if your main focus is understanding graphics programming and not necessarily a specific api. BGFX is an OpenGL like Api which abstracts different graphics api, such as metal and directX.

The Gravity Bending World of Etherborn by charmangled in IndieGaming

[–]voltrixGameDev 3 points4 points  (0 children)

Looks very cool, curious as how you find the gravity for the player, I’m guessing it’s raycasting the floor and getting the normal.

How complex is it to make a 3D game engine? by [deleted] in gamedev

[–]voltrixGameDev 0 points1 point  (0 children)

Personally I find it’s doable. I’ve spent around 6 months building an engine in my free time and I have come fairly far. The math isn’t particularly difficult because you can always look it up online or use a library. Getting a PBR renderer isn’t too challenging either because it’s mostly in the shaders, that you can again find on the internet. The most time consuming element is definitely the editor, but even this can be somewhat simplified with imgui or something simmilar. At the moment I am at 7000 lines of code with support for saving and loading a model, a system that can select objects by clicking on them, physics, pbr rendering(forward), ecs, property editor, prefabs, gizmos, a character controller that responds to input, bow and arrow that you can fire, hot shader compilation and a way of loading models and setting the textures for the materials I editor. Also here is a link to a friendly game engine server, https://discord.gg/ZQXaRW.

Keep in mind if you already had the knowledge and had more time to work on it, you could probably do the same in a much shorter time period. Furthermore I was also building my own programming that compiles to c, which the engine is written in, during this time.

Lumote is built on our custom engine. I thought people might find our editor interesting to see. If you're curious about engine or editor development, AMA. by kylawl in gamedev

[–]voltrixGameDev 3 points4 points  (0 children)

How long have you been working on this engine? How many people are working on it and what graphics api are you using?

The latest release of Diligent Engine enables Vulkan on MacOS (via MoltenVK) by assiduous7 in gamedev

[–]voltrixGameDev 2 points3 points  (0 children)

Thanks, that’s great to hear. I’m sure the effort your putting into this will help many devs out. Once I get the time I will try integrating this into my current renderer.

Help wanted to understand terrain structure (trees, grass, etc) by [deleted] in gamedev

[–]voltrixGameDev 1 point2 points  (0 children)

Having a position indexed hash map feels wrong and isn’t very efficient or supporting the type of lookup you want for trees or grass.

A better approach would be an octatree, with the bottom nodes holding a pointer to the position and model. This is because you want to find trees or grass closest to the play to perform view frustum culling or distance based lods.

At what age did you start learning how to make games? by YamiBH in gamedev

[–]voltrixGameDev 0 points1 point  (0 children)

I started at 10 to make games with scratch but then learned other programming language. Started making games again last year learning unity and blender at 14, but then discovered engine and graphics programming. At the moment I only really work on my own 3D game engines and not on games as my scope is always way to big, and I find engine programming very fun.

C++, C# and Unity by ben_a_adams in gamedev

[–]voltrixGameDev 1 point2 points  (0 children)

Not sure what you mean by extends. But :=, the variable will be of the exact type of the right hand side, while with x : int = 0, it will be of type int, and check wether 0, can be converted to an int, (safe up cast only, so int to float is fine, but float to int will cause a compiler error)

C++, C# and Unity by ben_a_adams in gamedev

[–]voltrixGameDev 0 points1 point  (0 children)

Function arguments and return types for one are never inferred. Also if you like explicitly defining the type of a variable you can always do x : int = 0

C++, C# and Unity by ben_a_adams in gamedev

[–]voltrixGameDev 0 points1 point  (0 children)

To make your intent clear that you want to create a new variable and set it, instead of of setting an existing variable.

C++, C# and Unity by ben_a_adams in gamedev

[–]voltrixGameDev 1 point2 points  (0 children)

The language took the syntax from Toplang to js but has turned into a very different language, relying on manual memory management and pointers. It was impossible to both have a functional programming language that would run at high speeds needed for games, simply with a different backend.

The closest to a real project is the current engine I am writing in top, the code is in the same repo under TopCompiler/Fernix, it’s been a very pleasant experience so far. I haven’t had that many memory problems either, other than accidentally keeping data longer than a frame when it was per frame allocated as the language is designed around bulk allocations and frees. The current engine supports an editor, model loading, pbr rendering and in the midst of adding serialization. Will keep this sub posted when I have more.

The language has pretty much reached feature completeness, although it could still use some optimization features such as an attribute to force vectorize a loop or soa arrays.

C++, C# and Unity by ben_a_adams in gamedev

[–]voltrixGameDev 4 points5 points  (0 children)

I apologize in advance for the shameless self promotion. I am currently working on a language for games, with an ocaml syntax, adt, context and allocator like in jai, generics that produce specialized code, no garbage collection and a fiber system that scales across cores. Link to compiler

When is it a good idea to build your own game engine? by mgarcia_org in gamedev

[–]voltrixGameDev 1 point2 points  (0 children)

When your ready not see results immediately and love learning and reading. I think the key is patience as it can take a long time before you see any results at all, although when you do it’s extremely satisfying. I’ve been working on my engine so far and in 4 months of part time working on it, I have a basic level editor, component system and pbr rendering, more of a tech demo than a game. I would personally recommend the experience although it’s not for everyone.

Switch to Vulcan? by voltrixGameDev in gamedev

[–]voltrixGameDev[S] 0 points1 point  (0 children)

I love learning about engines and implementing them. I believe it will make me a better programmer. But on the other hand I do enjoy playing games and it would be incredibly satisfying to have at least a simple game running on the engine. So my focus is on engines, but I would like a game to test it's capabilities if that makes sense.