#game engine core systems resources:

29 messages · Page 1 of 1 (latest)

tepid tulip
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I need resource to implement don't recommend me books like game engine architecture or something like that

dusk mica
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what's wrong with game engine architecture

foggy shell
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I don’t own it but many recommend the Game Physics Cookbook

tepid tulip
tepid tulip
dusk mica
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I'm kind of confused, if you just want to be given solutions why not just use a library

tepid tulip
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it's not about library bro, it's about how to build these systems uppon this library and these system talk to each other, i want to skip creating working demos to glue all my knowledge into one working game or engine

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and if you think about scene management and loading huge scenes in few milli seconds and streaming assets, can't find resources for this except 3D Rendering Cook Book and this one just implement small scene management system for just introduce you to the thing not intensive explanation.

dusk mica
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Well yeah of course, because doing something like that is a large application-specific task, it's not something that would be worth putting in a guide like you're describing

tepid tulip
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any way i want to ask about vulkan now

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do you know vulkan

dusk mica
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Somewhat yes

tepid tulip
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nice, i have model renderer that takes model array and render them, i have empty render pass for clearing screen (i will tell you why), and i have render pass that render models
i start render pass and render models and end render pass i found that uniform buffer can't be update inside renderpass so i do this
for reach model i start the render pass and draw and end, but render pass when start again to render second model it clears the previous one so i covert it's settings to LOAD instead of CLEAR
now for each model in same frame i start and end the render pass
still uniform buffer not updated between them!!!!!!!!!!

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i want to update uniform buffer between models to pass bone matrices for skeletal animations

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should i have bind set for each model contains it's uniform buffer with it's data or what

dusk mica
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Well yeah of course you can't do that, that would force the host and device to be synchronous 🤔

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I'm confused, why are you asking for resources on "loading huge scenes in milliseconds and asset streaming" when you're still learning the basics of graphics

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What you're asking for involves a large amount of design, it's not something that can just be dictated to you out of a book

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I think you have some misconceptions about how this whole process works

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You can't skip creating demos

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Even if you are an experienced engine programmer who has written several engine projects you still wouldn't do that

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You can't build something as complex and involved as an engine without testing it

foggy shell
dusk mica
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😂

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The irony

still oracle
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wtf

foggy shell
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💀

stiff parrot
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wow this post sucks