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File: 20220405200413.gif (26 KB, 491x430)
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DirectX6 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.
>>
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Can anyone explain how hard was deving in the 2000s?
>>
>>108407039
Bar was much much lower, but access to knowledge was really limited.
>>
>modern game, developed with fixed-function d3d8 api
>benefits from graphical improvements on rtx remix forever
i want to see this
>>
I am kinda bored with my engine. I need some little side quest project.
>>
>>108407243
make a small game maybe?
>>
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>>108407005
behold the power of directx 6
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>>108407229
You wouldn't actually have that, though. You'd just have some ambiguous DX8-on-12 translation shit happening somewhere. You'd have more control, consistency, and compatability by just using DX10/11/12 and writing your own trivial shaders.
>>
>>108407695
actually it's even worse than that, windows translates the dx8 to dx9 then translates dx9 to dx12 then passes that onto the gpu drivers
>>
>>108407613
10/10 would play
>>
>>108407229
opengl meanwhile deprecated all that stuff pretending that the api has anything to do with the gpu wire protocol
>>
The only reason I can think of for learning DirectX 9 and lower would be for hacking or reverse engineering old games. You're not going to get better performance or anything this way, the low system specs of old games is because of their content, not the APIs.
>>
>>108408565
It's the same as retards learning OpenGL. Some people just want to shoot themselves in the foot.
>>
>>108407243
make a directx6 game
>>
>compile empty gaydot game that's just an empty scene
>20% cpu and gpu usage
>load up old 3d game from '98
>0% cpu usage and 2% gpu usage
>>
>>108407613
Was DX6 even hardware accelerated? I would assume that was the era where maybe you had some 2d graphics accelerators but not 3d.
>>
>>108408596
opengl is easier than vulkan
>>
>>108408725
With modern engines you're paying the price for a lot of functionality even if you aren't actively using it, especially if it's a really naive build where you don't disable whatever unused features it allows you to disable.
>>
>>108409254
DX6's the first version that had hardware acceleration, it was md-late 90s
>>
>>108409255
Easier to get to the point where you draw a triangle or a few textured meshes? Sure.

As soon as you get into anything you'd call a game renderer you'll be recreating the structures you'd have to deal with in Vulkan but in a much jankier shitty API which is now an unstable tower of abstractions on top of abstractions. So now you have your layer on top of OpenGL which in turn is a layer on top of a closer to the driver layer of abstractions which is then interfacing with the driver. Oh and your layer and the low level layer mostly do the same thing, but since the top level OpenGL API is in the way you can't access them directly.

The amount of mental load and friction when working with anything moderately sized and semi-modern in OpenGL is massive.
>>
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>>108408725
>load up my own game in my own engine, debug build
>4% CPU usage, 250MB memory
>50% memory usage in the menu
Wait what
>>
>>108409418
You literally have no idea what you are talking about and are making things up based on what you think might be true and not real experience
>>
>>108409509
Did you enjoy re-implementing command buffers and synchronization in OpenGL?

Whenever someone says that a higher abstraction is simpler, you just know they're never worked on a serious project. It's like retards saying that it's easier to make a game in Python than in C.
>>
>>108409582
OpenGL and Vulkan are the same level of abstraction, Vulkan is just cleaner, more verbose and does less things for you
The abstraction you build ontop of both APIs will look pretty much the same
>>
>>108409598
>are the same level of abstraction
>Vulkan just does less things for you
>>
>>108409626
I think you're a bit confused about what a "level of abstraction" actually is
>>
>copy/paste the boilerplate code for dx12/vulkan from the documentation to initialize everything
>you're now at the exact same starting point as if you had used dx11/opengl but with an actual non-deprecated graphics api
it's that easy
>>
>>108409701
Since you're copy-pasting shit you don't understand or give a shit about understanding, you might as well use a popular engine.
>>
>>108409757
I don't know about Vulkan, but DX12 initialization is very much just boilerplate that's not hard to understand and does not contain anything you'd want to change in a typical project.
>>
>>108409701
the difference between the APIs is not just initialization boilerplate
>>
>>108409834
>bro, you're wrong, it's only 99% the same shit unless you want to use new features that wouldn't exist in dx11/opengl anyways
ok
>>
>>108410162
>it's only 99% the same shit unless you want to use new features that wouldn't exist
thats not true either
>>
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>>108407613
>EverQuest
The launch client in 1999 also used DX6 and looks pretty solid even today (by low poly standards). In fact, it seamlessly scales to your monitor resolution and refresh rate which is pretty amazing considering how finnicky most games from that era are even on original hardware.

Ironically, the modern EQ client looks and runs like shit in comparison.
>>
>>108409418
>Semi modern
Usually when people say this they actually mean one or two canned frameworks so the API doesn't actually matter.
>>
>>108410508
Bad software is never hated enough and good software is never loved enough.
>>
so, how 'bout them games
>>
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>>108410508
>what low poly actually was
vs
>what indies think low poly was
>>
>>108411843
If you want to see some quality low poly, look at modern Quake mapping. Arcane Dimensions is aesthetic kino. Absolutely insane that mappers are just putting out stuff like that for free that looks 100x better than anything AAA and indie devs have put out in decades.
>>
>>108411899
arcane dimensions looks as good as a decent indie game lets not get ahead of ourselves
>>
how come old games all loved their projection mapped textures? did 90s 3d modeling software not support uv unwrapping or something?
>>
>>108411957
What old games have projection mapped textures?
>>
>>108407005
Why devs dont provide offline docs anymore
>>
>>108411957
UV unwrapping existed but the tooling was way worse than modern techniques. Mainly it was just time saving though. They didn't have $400 million dollar budgets and 20,000 employees in the 90s. Slap repeating textures onto terrain and project textures onto everything else, fast and easy.
>>
What the fuck is up with coordinate systems? You'll have y going up in floating coordinates but y going down in pixel coordinates. Then, there's the even more retarded thing where some, actually most, will use left-hand-coordinates having me relearn math because they don't want le z to point le heckin outward. You know what you could do instead? Just have the fucking y point downward, and have everything consistent to begin with.
>>
>>108412127
you're the one writing the transformation matrices, pick whatever fucking coordinate system you want
>>
>>108412148
>pick whatever fucking coordinate system you want
That's not how it works
>>
>>108412127
>>108412251
What the fuck are you talking about?
>>
>>108412251
that's literally how it works and you are an imposter
>>
This might look like my last post but there was a lot of work behind the scenes. Basic mesh system is up. Meshes are intended to be objects in the 3D world. Still need to set up camera and instanced rendering so you can have multiple mesh copies.

The hard part, the foundation, is done though.
The code generates pipelines at runtime from one GLSL file using the C-style preprocessor macros that GLSL supports. Currently you can provide any possible combination of the following vertex attributes: position, color, and normals (with position required) and additional features: wireframe (only one feature so far, will add more).

Meshes consist of offsets into a single vertex and index buffer. The vertex buffer is partitioned by vertex attribute combinations.(While there will be many possible combinations, the actual runtime partitions will be much smaller, so you register the attribute combinations to an index.) So when drawing the vertex buffer is bound for each of these partitions and the index buffer is bound once.

At some point it might be a good idea to set up indirect drawing to reduce the number of draw calls to 1.

>>108407005
>missing previous thread
https://desuarchive.org/g/thread/108348900/#108348900
>>
>>108412548
Forgot image!

>>108410508
>Ironically, the modern EQ client looks and runs like shit in comparison.
Many such cases ...
>>
gross a tripfag, he must've gotten lost on his way to the other gamedev thread for trannies
>>
>>108412672
he started this thread
>>
>>108412676
no because then the thread would've been autofiltered and I wouldn't see it in the catalogue
>>
>>108412680
he started it years ago retard
>>
>>108412706
the thread is 18 hours old retard
>>
>>108412706
4chan vidyadev threads date back to at least the XNA days if not earlier. They were not invented by a transsexual even if you take your trip off and attempt to claim as such.



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