Recounting the threads edition/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_GeneralIRC: irc.rizon.net #/g/gedgProgress Day: https://rentry.org/gedg-jams/gedg/ Compendium: https://rentry.org/gedg/agdg/: >>>/vg/agdgGraphics 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 parserhttps://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 gamelol, lmao even
>>107607772Thanks for the bump at least ...
>>107608026no 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.
>>107607772Is 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