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Thread 105896145

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Anonymous No.105896145 [Report]
/gedg/ - Game and Engine Development General #290
Kept you waiting, huh?

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Previous: >>105853772
Anonymous No.105896166 [Report] >>105896410
First for DirectX 11
Anonymous No.105896181 [Report] >>105896494
remember what they took from us
Anonymous No.105896410 [Report] >>105901042
>>105896166
Anonymous No.105896494 [Report]
>>105896181
Stencil shadows are crisp but performance shits the bed with higher poly count. And it doesn't work on alpha textures.

The mirror is literally just rendering the model twice. And the trick only works on a flat plane. Some games still use it. But it's not really suitable for high poly since it would multiply everything visible by the amount of planes. It's why games just put them in tiny bathroom mirrors.

Basically you can still use these techniques in your own low-poly games. Just don't expect any AAA to ever use them again. Ray tracing is the future (unless something better pops up of course)
Anonymous No.105897765 [Report] >>105898479
Anyone got any OpenGL2.x-specific resources?
NOTE: 2.x. Not 3.x. Not 1.x.
2.x.
Anonymous No.105898387 [Report]
>>105812748
Previously: subscription manager maintains "neighbors" for players, npcs, monsters, and projectiles
Progress: manager now also provides tile and object updates for "chunked" regions within a given radius of current chunk you're in
Here is what it all looks like
1. Client connects to server, during this we front load the map download or only the latest map changes from database since last login (TODO: adjust so you only need a few "chunks" instead of full map)
2. Before player spawns in the realm the server sends any changes in memory for player vicinity that might not be in database, or occurred while client syncs were taking place
3. When the player crosses to a different chunk, the server checks the surrounding chunk versions, and can ship updates to the client. These are not rendered for the client since they are not in the player view distance yet, this is updating the map data the client has knowledge of
Anonymous No.105898479 [Report]
>>105897765
https://www.khronos.org/opengl/wiki/History_of_OpenGL#OpenGL_2.1_(2006)
you need more?
Anonymous No.105898643 [Report] >>105899387 >>105900388 >>105901009 >>105901127
Is it still worth using OpenGL or should I move to something that isn't archaic like Vulkan or DX12?
Anonymous No.105899387 [Report]
>>105898643
I've been using WebGPU and it's a bit annoying that some stuff is undocumented because the devs are playing catchup with the specs.
Anonymous No.105899878 [Report] >>105899914
anyone got a guide to 3d physics for a car game? I have been trying and failing to make a simple cube move and steer when using verlet integration there doesn't seem to be any online resource for this topic.
Anonymous No.105899914 [Report]
>>105899878
bing 3d car controller
Anonymous No.105900096 [Report]
newfags can't triforce
Anonymous No.105900388 [Report] >>105901009 >>105901117
>>105898643
>isn't archaic
>Vulkan
Vulkan is archaic in the worst way possible. Pretty much everyone agrees that descriptors are the worst part of learning Vulkan by a country mile, and they are a woefully outdated concept from around 2016 (which is almost 10 years ago now). So you suffer through that shit only to learn outdated practices. For this reason I learned OpenGL instead, I'm learning something "outdated" anyway, why learn the much harder and more annoying one?

Metal is the one major API that doesn't use descriptors but unless you're fine with Apple-only somehow, it's off the table. Say what you will about Apple but at least they know their shit on the low level.
Anonymous No.105901009 [Report]
>>105898643
>>105900388
Whatever your opinion on Vulkan or OpenGL is, it's worth to learn OpenGL first either way. Compared to Vulkan, OpenGL has no boilerplate, you start learning actual rendering almost right away, knowledge that generalizes to all graphics APIs.
Meanwhile with Vulkan you'll be writing 1500 lines of gibberish you don't understand before you even get to draw a triangle on screen. Then you'll be spending a year understanding and generalizing those 1500 lines of gibberish before you can do anything else than a triangle, the risk of being filtered at this point is extremely high.
Get some OpenGL experience first. Always. OpenGL isn't going away anyway and will always be the lowest common denominator API, it'll always have a use.
Anonymous No.105901042 [Report]
>>105896410
wow.. am indian and i think this very good very nice 3d graphics ramhajam balalam
Anonymous No.105901098 [Report]
Can i fuck code? No? Then fuck you.
Anonymous No.105901117 [Report] >>105901190 >>105901373
>>105900388
people love whining instead of actually learning.
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/descriptor_buffer_basic
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/buffer_device_address
Anonymous No.105901127 [Report]
>>105898643
OpenGL is the best API for indies because it's easier and has good documentation
If you're more serious use DX12
There's no case for Vulkan
Anonymous No.105901190 [Report] >>105901213 >>105901216
>>105901117
can i have buffer binding slots like in opengl, please? it's the simplest, best system. just bind the buffer at some index and acces it by index in any shader.
Anonymous No.105901213 [Report] >>105901483
>>105901190
yes?
Anonymous No.105901216 [Report]
>>105901190
you can just bind the frame data buffers to some predermined slots... and that's the whole frame setup.
Anonymous No.105901373 [Report] >>105901387
>>105901117
>stop whining and learn this outdated clunky system instead of wanting us to do things properly
Nah, fuck you Khronos group.
Anonymous No.105901387 [Report] >>105901401 >>105901427 >>105901450
>>105901373
extensions are specifically about fixing 1.0 mishaps
VK_EXT_DESCRIPTOR_BUFFER is a good example.
as well as dynamic rendering
Anonymous No.105901401 [Report] >>105901410
>>105901387
>extensions to change the architecture because the original design is outdated
might aswell use OpenGL at that point
Anonymous No.105901410 [Report] >>105901413
>>105901401
>updates for opengl: good
>updates for vulkan: bad
?
Anonymous No.105901413 [Report] >>105901432
>>105901410
The pitch for Vulkan was it provides a clean modern architecture unlike OpenGL which has 3 different architectures built ontop of each other
Anonymous No.105901427 [Report] >>105901432
>>105901387
And that's the problem, getting stuck on old legacy shit instead of ripping it out and doing it properly. Bloated APIs with 50 shit ways to do something instead of 1 good way are trash.

Again, I dislike Apple but they do it right in a lot of things. Especially for a tool, you don't want choice, you want efficiency.
Anonymous No.105901432 [Report]
>>105901413
vulkan was specifically about being less of a black box for dynamic state that could yield better performance, it succeeded in that approach, but not without mistakes.
>>105901427
no one is forcing you to use 1.0 APIs, nor are you paying for things you aren't using. lol
Anonymous No.105901450 [Report] >>105901461 >>105901481
>>105901387
descriptor isn't the better solution, that's just how the directx 12 works, it added for better dxvk interop.

manual descriptor buffer management is even more convoluted than descriptor pools.
Anonymous No.105901461 [Report]
>>105901450
>descriptor buffer
Anonymous No.105901470 [Report]
Broke: reading normal programming books in your native language
Woke: reading programming books in a language you'd like to learn as immersion input
https://www.exa-corp.co.jp/technews/download/OpenGL-text-091.pdf
日本語でOpenGL勉強します!
Anonymous No.105901481 [Report]
>>105901450
>manual descriptor buffer management is even more convoluted than descriptor pools.
i implore you to read.
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/buffer_device_address
Anonymous No.105901483 [Report] >>105901494
>>105901213
you can implement something similar with bindless descriptor indexing. but in opengl you can rebind the buffer between drawcall, in vulkan you can't just ovewrite descriptors in use.
Anonymous No.105901494 [Report]
>>105901483
vulkan has dynamic rendering