DirectX6 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.
Can anyone explain how hard was deving in the 2000s?
>>108407039Bar 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 foreveri want to see this
I am kinda bored with my engine. I need some little side quest project.
>>108407243make a small game maybe?
>>108407005behold the power of directx 6
>>108407229You 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.
>>108407695actually it's even worse than that, windows translates the dx8 to dx9 then translates dx9 to dx12 then passes that onto the gpu drivers
>>10840761310/10 would play
>>108407229opengl 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.
>>108408565It's the same as retards learning OpenGL. Some people just want to shoot themselves in the foot.
>>108407243make 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
>>108407613Was DX6 even hardware accelerated? I would assume that was the era where maybe you had some 2d graphics accelerators but not 3d.
>>108408596opengl is easier than vulkan
>>108408725With 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.
>>108409254DX6's the first version that had hardware acceleration, it was md-late 90s
>>108409255Easier 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.
>>108408725>load up my own game in my own engine, debug build>4% CPU usage, 250MB memory >50% memory usage in the menuWait what
>>108409418You 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
>>108409509Did 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.
>>108409582OpenGL and Vulkan are the same level of abstraction, Vulkan is just cleaner, more verbose and does less things for youThe 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
>>108409626I 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 apiit's that easy
>>108409701Since you're copy-pasting shit you don't understand or give a shit about understanding, you might as well use a popular engine.
>>108409757I 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.
>>108409701the 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 anywaysok
>>108410162>it's only 99% the same shit unless you want to use new features that wouldn't existthats not true either
>>108407613>EverQuestThe 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 modernUsually when people say this they actually mean one or two canned frameworks so the API doesn't actually matter.
>>108410508Bad software is never hated enough and good software is never loved enough.
so, how 'bout them games
>>108410508>what low poly actually wasvs>what indies think low poly was
>>108411843If 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.
>>108411899arcane 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?
>>108411957What old games have projection mapped textures?
>>108407005Why devs dont provide offline docs anymore
>>108411957UV 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.
>>108412127you're the one writing the transformation matrices, pick whatever fucking coordinate system you want
>>108412148>pick whatever fucking coordinate system you wantThat's not how it works
>>108412127>>108412251What the fuck are you talking about?
>>108412251that'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 threadhttps://desuarchive.org/g/thread/108348900/#108348900
>>108412548Forgot 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
>>108412672he started this thread
>>108412676no because then the thread would've been autofiltered and I wouldn't see it in the catalogue
>>108412680he started it years ago retard
>>108412706the thread is 18 hours old retard
>>1084127064chan 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.
>>108412672>>108412680>>108412758Why are you trying to shit up our fun little thread?
sup /gedg/, just got done with devving on my engine for today, went to the store and kinder was on sale, life's good
>>108412758you're thinking of agdg, the real transsexual thread, that's on /vg/
>>108412869That shithole didn't exist until /vg/. The original /v/ vidyadev threads predate it by years.
>>108412879that was agdg
>>108412885Anon, the threads predated the usage of the word "general" on 4chan entirely.
>>108412893general was around since 2010 before vg
speaking of XNA, is Monogame considered an enginedev activity?
>>108412899I'd say it was, but posers who are drawing single triangles in Vulkan with C might disagree
>>108412899? why wouldn't it be? enginedev with a framework is still enginedevpersonally I wouldn't use it, but if you really want to enginedev in c# you don't have a ton of options and dealing with directx directly from c# is a massive clusterfuck
>>108412850i cant wait for next month when ill have money again, then i too will buy a kinder
>>108412956Seems so bizarre to me that Microsoft just outright abandoned managed DirectX after XNA. Considering their boner for C# and all their efforts to trap Windows devs in C#, you'd think they'd toss a couple chuds on a team and tell them to wrap that shit up. Instead they gave Unity millions of dollars and tell everyone to just use it instead.
TURN IT UPBRING THE NOISE
>>108412976That's because Unity was 100 times more popular than XNA
>>108412986I remember first downloading XNA back in 2010, only later I found out about unity and its free version didnt even had shadows
>>108412966godspeed, brother
>>108412976my guess is they thought pushing people towards unity would increase the quality of indie games and more high quality indie games on windows would clearly be good for windowsinstead they got mountains of unity slop
>>108413004No, Unity was just popular and it killed interest in XNA
>>108412994unity corp was and continues to be retarded>let's exclusively force free users to display the unity splash screen on their slop games>wtf why does everyone associate our engine with slop?
>>108413010This. Every kid on the block used Unity, XNA was considered hard and unintuitive
>>108413012thats called suffering from success
>>108413022to this day when normies see the unity splash screen they intuitively know they're about to play a russian asset flip with jank physics and probably incest/rape themes
>>108413032Name 50
>>108412980I want my engine to use heightmaps so bad bros
>>108412980how do i generate noise mapsam i suppose to create them on cpu