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File: path tracing fail.png (76 KB, 500x500)
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path tracing edition

/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Graphics Debugger: https://renderdoc.org/

Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.

Previous : >>106565154
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Made a small web app for Ygg Engine to start putting things in. Keeping it simple, it just consumes markdown files, which will also serve as docs I can include in the game.
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Should I use VS2022 or Rider for Unreal Engine?
>>
sup /edgy/
i was thinking i wanna make a doom style software rendered shooter in C.
I'm not sure where to start. So far i can render a square to the window and move it around. COuld you point me to any resources to help me with this?
Thank you muchly kind strangers.
>>
>>106661520
Doom style isn't really specific enough. You could read the Doom source code and making something just like the original or you could use a modern engine like Unity to make a normal game that looks like it's Doom.
>>
>>106658977
Question, why the fuck does Vulkan/D3D doesn't also have a standard immediate mode API that is built upon the standard thing?
Wasn't the whole point of an API is to care about what you want and when you want?
Sometimes I just wanna set a camera, specify vertex, and see the result. Sometimes I just wanna push an entire vertex buffer and use the default setting for everything else. Rant over.
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>>106661520
Depends on what you truly want?
Do you want to make a good looking software renderer? or Do you really want to make a Doom style (2.5D engine)
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>>106661468
Ryder
>>
>>106659770
Progress:
- Now fully working -> Monsters in regions with no nearby players I have a switch for either: despawn, pause (skips pathfinding and tick), and tick rate scaling based on close, medium, far, very far distance thresholds each. I also can set a budget for the monster ticks so if that is hit the event goes backpressure queues for processing next tick(s).
>>
>>106661894
>>106661520
2.5D
i don't want to usea game engine
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>>106662220
Ah, so you want to make a 2.5D game without using an engine.
There are two camps of 2.5D engines:
1. Doom Engine (Doom, Doom2, etc)
2. Build Engine (Duke Nukem 3D, Blood, etc)

Doom uses BSP trees to store walls/floors, meanwhile Build uses portals to store walls/floors.
https://www.youtube.com/watch?v=HQYsFshbkYw Here's a quick intro.
With BSPs you use divide and conquer to find all the walls you can see, with portals anything that is not a hard wall is a surface and if camera sees it, you test all the walls inside that.

The software rendering part itself is not that interesting, if you wanna learn about that then just go full 3D, and then Doom/Build engine is just an optimization for you.

Carmack himself made this mistake, he thought his BSP scheme is the be all, end all solution to visibility during the earlier phase of Quake. He later found out that BSPs are only good for the world geometry itself, but not the entity models that move around in the world. For that you would still require a depth buffer.
>>
Is Vulkan ever going to get rid of descriptors?
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>>106663393
No
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>>106661468
qtcreator
>>
Quake 3 engine. You don't need more.
/thread
>>
Idk if this can be classed as a game desu but it's made in a game engine.
I needed a decision maker.

https://aussie114.itch.io/decisions
>>
What sort of "games" can I make on my integrated intel graphics?
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>>106664666
Gaming peaked on PS2. Which means you are good.
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>>106664666
2D ones. Even if you render at a low resolution, 3D game engines are probably not going to be optimised enough
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>>106664761
He doesn't need it right away though. He can start developing his game using core OpenGL, and if he managed to actually put in the effort to create something that looks promising but runs like slop, he then have a motivation to get a new PC.
>>
>finally got in the flow of programming consistently
>get hard stuck on triangulation and now I need to read a book about computational geometry
>>
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I got a bit angry on TrueType fonts and how shitty the they look on small sizes (under 10em) and looked up some existing bitmap fonts.
Turns out there are Unicode and Unscii fonts with amazing unicode coverage and PCF font format. So I wrote me a simple parser library. That font format is nuts. Every section has a flag is the entries are in little or bit endian, some common generator library just lies about some sizes and claims convent is after the end of file and it's a known bug deal with it, bit uses bits for bitmaps but pads them to 4 bytes so usually wastes 75% of space on padding.
But hey the fonts are pretty nice.
>>
>>106665417
Most of the confusion happens because monitor propaganda. When somebody asks you:
What's the resolution of your monitor? What comes to mind?
1920x1080 is not the resolution of your monitor. The actual resolution is defined as dots per inch. So when you buy a big ass 4K TV you aren't actually getting any benefit when it comes to resolution. However, if you get the same 4K but a smaller size then you will have that 4x resolution increase.
>>
>>106665515
1920x1080 is the resolution though and resolution is in pixels. You might be confused about the em unit which depends on pixels/dots per inch. The font sizes are really confusing unless you use pixels and ignore that it's differently bit in inches/cm on every monitor. Plus the scaling madness on top of all this.

Basically I wanted something like ProggyClean as used in ImGui - small sharp font for technical UI. Just with better Unicode support (don't care about CJK but at least most european languages would be fine).
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>>106665417
>s/Unicode/Unifont/
>>
I wish you could use SwiftShader to facilitate debugging your render code. Seems like it'd be a lot easier in principle since it's all CPU, but I can't make heads or tails of how you'd start with such a thing.
>>
>>106665579
No, because 1920x1080 in pixels says nothing there are no dimensions involved. You need some unit to map it into real world usable metric. For example, the size of a pixel itself.
>>
https://pastebin.com/vtwdfkEp
Pros and cons of making your game in Qt?
>>
Question:
Once I execute a Context->DrawIndexed(). Can I immediately start using the vertexbuffers again?
>>
When is opengl 5 coming? vulcan is ass
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>>106666695
if it actually executes draw calls then yes
if it just queues a command until you explicitly call a function that executes draw calls on the gpu then no
i dont know what api you're using tho
>>
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>>106666708
>>
>>106666944
I am using d3d11.
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>>106664538
good effort.
it's not really a game but it's a good start.
nice project. keep going.
>>
>>106664538
>https://aussie114.itch.io
the chicken game is fun
>>
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This shit is just insane
>>
>>106661520
I found this one helpful as a starting point.
https://lodev.org/cgtutor/raycasting.html
I wouldn't copy everything exactly, but you'll figure it out.
>>
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I really wanted to make a game/simulation that would simulate some mechanics in a very detailed way. For example, I wanted to simulate a forest's ecology (animals etc). My goal was to have a game so it would have to be available to the player. But simulating hundreds of forest animals at all time in a 3d world is too much compute so I came up with a "high level" simulation where I just have simplified simulation that assigns each chunk an event log (e.g. "deer passed here x time ago to chunk y", "weather had been sunny") and upon loading we reconstruct the chunk based on this event log, e.g. providing the player with information about the whereabouts of the deer and other stuff.

I had a simple implementation but I came to the following problem: my world is 3d and I cannot seem to find a way to check whether a path from some chunk to other chunk through adjacent chunks is actually possible without actually loading them (which would defeat the whole exercise). You can for example imagine a chunk of land that is surrounded from each side with a cliff, where you can enter from one side but not pass to any other side by surface. It's a problem that seems impassable in 3D because I can imagine any number of edge cases. It's impervious to caching because I would essentially need to store more information than the chunk data itself to properly cache it and I would have to use coordinate-level location for the high level simulation.

I wanted interesting geographical features to be important so this is a really impassable problem for me. In the engine I have right now, I can only simulate around 50 entities that load chunks without excessive memory and compute problems, mainly due to the need for loading many chunks (which eat up a lot of memory) and pathfinding (which is the main compute load, even with some caching). Which is nowhere near what I want for my game.

I feel like the only way forward is to somehow rethink the entire mechanic of the engine but not sure how.
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>>106669680
What were you even doing in the animal simulation that a few hundreds was too much compute?
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>>106669730
Senses, pathfinding, etc, and the chunk data takes about 20mb for every entity because of the large 3D area that they load. Conceptually it will always be too much because I want a truly large amount of entities. That's why I came up with a higher level simulation that doesn't require these things.

webm rel is the planetary orbit simulation that I wrote for my game. On a sidenote, I haven't figured out how to map a square world onto a sphere yet and it is unfortunately mathematically impossible to do so isometrically or even diffeomorphically.
>>
>>106670022
>>106669680
You can absolutely use compute shaders to do the updating if you have millions of entities.
>>
>>106667112
it's just a database search that returns a natural language response with the most likely answers
it does not think
>>
are voxels good
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>>106670952
good for what
>>
what game engine to use if i have a low end pc from the past 10 years with no coding experience?
>>
>>106670959
the one you make yourself with sdl3 sweetie
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>>106670958
anything
or everything
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>>106670967
yes, play teardown, you can also use them for implementing GI techniques
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>>106669680
how did you do the orbit calculations
>>
>>106670959
>what game engine to use
the most popular ones
>no coding experience
doesn't matter, you can essentially google your way into any video game you're capable of making with your current skill set. All the problems you might run into have already been solved.
>>
Hello!
I'm the anon who had issues with the "SDL and Linux" combination, in the previous thread.
Just dropping by to share the solution to my issue of a window not being created: it indeed was drivers. If, during SDL source compilation, Make/CMake does not detect video driver packages (for development), then it will proceed to build with bundled ones like "offscreen" and "dummy", producing such behavior.
As for the reason why can't apt install SDL2/SDL3 is that for whatever reason these require development packages (audio, video) that depend on regular Debian ones (?), while I instead have Ubuntu (derived) ones installed (I'm currently using Kubuntu). This issue I don't as of yet know how to fix, other than downgrading said packages, potentially risking breakage of some stuff.
So far, I'm using SDL for graphics only. But it will come back and bit me, sooner or later.
>>
>>106666695
yes, dynamic resources in d3d11 are like implicit memory pools. when you call map with "write discard" it actually allocates a new memory block from memory pool, so you can keep mapping and overwriting the same resource multiple times during a single frame.
this is called "renaming".
>>
>>106672017
SDL3 is really easy to build and not bloated at all if you add it as a submodule to your project. That's what I do and pin it to a specific release so I know my shit will build reliably everywhere. Conan is also another option if you have a lot of libs



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