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File: count.jpg (199 KB, 1000x1374)
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Recounting the threads 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: https://desuarchive.org/g/thread/107546157/#107546157
>>
I went and counted the thread number from the archives since you guys have betrayed the old ways.

Was going to post some progress but noticed there wasn't a thread up ...

I have a parser for some wordnet database files that I got running today. I'm working on a text adventure engine so I can make tabletop inspired games or games that will consist of modules. Stuff like that.

I shared this with /agdg/ earlier today but then I had to go to sleep.

Link to parser
https://codeberg.org/FroggyGreen/tae/src/branch/trunk
>>
>gta vice city fully decompiled
>multiple other games decompiled
>plenty of resources to learn from
>gedg still can't finish a game
lol, lmao even
>>
>>107607772
Thanks for the bump at least ...
>>
>>107608026
no problem, I was legit checking out the animation blending code and cutscene manager.
the funniest part about vice city is the scripting implementation, there are like 1400 commands split across multiple files, what a mess.

the worse thing about advanced animations and cutscenes is that you still need the tools, the source code to play them isn't enough on it's own, a sad day i guess.
>>
Alright I have to got to work. Somebody tell me about glide, and why there are several links in previous OPs about it. I'm curious now.
>>
>>107607772
Is there a good resource to find source code to games?
>>
Could one of the Vulkan anons tell me if my understanding is on the right path, or just retarded?

- Command Buffers: 1 for each Render Pass, or generally, separable actions that I want/could be run in parallel.
- Render Pass, 1 for each entirely separable "scene"
(different target framebuffers, objects, etc); for example, if I was rendering a room with 2 "watch camera" screens of entirely separate areas (which could be run at different framerates or whatnot), I might use 3 or 4 RPs. 2 for each "camera" (RP0, RP1), 1 for the main room itself (RP2), then possibly a 4th (RP3)to compose (running all 3 in parallel?) them (or I could just render them as bound textures in RP2
- Sub-Passes: same "scene", but may render different objects and switch around attachments; I could render opaque objects in SP0, then switch SP0's targets to inputs in SP1 and render transparent object with distortion (of the opaque objects "behind" them). Theoretically, this flip-flopping could be done be done several times, right?
- Pipelines: Vulkan's version of "Materials"; denotes a pipeline of shaders from vert->geom->frag. Each combination of shaders gets linked as its own pipeline (of course, their uniforms can be changed)
- (finally, for each object in the pass and using that combination of shaders (a Vulkan Pipeline, bind your buffers/descriptors and execute the draw command(s) for each)


I'm kinda fuzzy on render passes vs sub-passes, since they don't necessarily render the same things; besides flip-flopping framebuffers for distortion effects like the example I gave, how is this used? Is this more for tiled renderers?

Also, are Pipeline changes the major source of "drawcall" overhead in the higher-level APIs? Cause the performance I'm seeing seems too good to be true (like, an order of magnitude better...) otherwise



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