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Aressera

Member Since 25 Mar 2007
Offline Last Active Yesterday, 11:47 PM

Posts I've Made

In Topic: Developing games with the Flow-based programing paradigm.

11 April 2016 - 07:17 PM

Most of my engine's core functionality (e.g. communicating position of an object from physics to graphics, animation bindings, sound DSP processing) is abstracted as data flows between arbitrary object pairs. In the editor, objects declare their input and output connectors and the user can drag to create connections between them. An "entity" is just a collection of objects with their connections (also encoded as small objects). Each data flow connection can be set to update either before or after a specific engine subsystem, and the engine batches the updates in the correct ordering based on the connectivity between objects. Each batch, if large enough, can then be broken down into disconnected "islands" that can be executed in parallel on a thread pool. 


In theory, nodes in the graph can perform arbitrary math/logical operations so it could be used to implement more complex logic or used as a more general-purpose multimedia processing system.

 

A hard bit in implementing something like this in a large system is that the number of possible type interactions is O(N^2). To avoid that you must decouple the two endpoints of a connection, such as by writing the data to an intermediate temporary storage before reading it on the other endpoint. A connection consists of two Connector subclasses with read() and write() methods, plus a Connection subclass that contains the temporary storage. Then, the number of required connector types is just O(N). My system has over 50 node types so this a big win in code size.


In Topic: Sine-based Tiled Procedural Bump

07 April 2016 - 04:52 PM

Your image contains negative values and when you visualize it naively they appear black. Bias it to between 0-1 and the results should be similar.


In Topic: How to deal with perpective projection issue in reflection shader

06 April 2016 - 12:11 PM

Looks like nearest-neighbor sampling on your reflection map. Change your filter type to linear.


In Topic: In terms of engine technology, what ground is left to break?

03 April 2016 - 01:15 PM

Sound has huge room for improvement, particularly in the simulation of realistic acoustics/sound propagation/spatial sound. Current games neglect many acoustic effects, most do not even handle the effects of occlusion and only apply static zoned reverberation. It's very immersion-breaking to hear a Fallout-4 supermutant talking through a wall two stories up as if it was talking in your ear.

 

My work/research focuses on using real-time ray tracing on the CPU, here is a recent paper of mine from i3D2016 showing what is possible. Our current system can handle about 20 sound sources in a fully interactive dynamic scene. This tech has the potential to save a lot of artist time that would otherwise be spent tuning artificial reverb filters. If you have a 3D mesh for the scene + acoustic material properties you can hear in real time how the scene should actually sound with realistic indirect sound propagation. Plus it gives a big improvement in the overall sound quality and can introduce new gameplay that isn't possible with current tech (e.g. tracking an enemy based on their sound).

 

The big problem in transitioning this technology to games at the moment is that you still need most of a 4-core HT CPU to do this interactively. GPU implementation is a possibility but I doubt many game developers want to trade most of their graphics compute time for sound, plus there are issues with the amount of data that needs to be transferred back to the CPU and the latency inherent in this.


In Topic: Wondering how to build a somewhat complex UI...

01 April 2016 - 12:02 PM

 

Another important concept is the delegate. In my case this is just a struct with a collection of std::function callbacks that respond to events for each type of widget. This is way better than the inheritance solutions required by many GUI toolkits.

are you hooking up those delegates somehow automatically, or by hand?
it is always a little bit worrying to me to maintain it by hand, as one missed "free" and you have a call to a wild pointer.
but I also dislike using external "generator" tools like in Qt that generate binding-code (as I'd prefer to have it all self-contained).

 

I'm doing it by hand, it seems like it would be hard to automatically bind those in C++. I haven't encountered any problems so far - It's only ~100 lines of simple code (getters and setters) to configure a complex UI.


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