• 10
• 9
• 12
• 14
• 14
• Similar Content

• By fleissi
Hey guys!

I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
The full source code is hosted on github:
https://github.com/fleissna/flyEngine

I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.

I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.

Features I have so far:
- Dynamic shader generation based on material properties
- Dynamic sorting of meshes to be renderd based on shader and material
- Rendering large amounts of static meshes
- Hierarchical culling (detail + view frustum)
- Limited support for dynamic (i.e. moving) meshes
- Normal, Parallax and Relief Mapping implementations
- Wind animations based on vertex displacement
- A very basic integration of the Bullet physics engine
- Procedural Grass generation
- Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
- Caching mechanisms for textures, shaders, materials and meshes

Features I would like to have:
- Global illumination methods
- Scalable physics
- Occlusion culling
- A nice procedural terrain generator
- Scripting
- Level Editing
- Sound system
- Optimization techniques

Books I have so far:
- Real-Time Rendering Third Edition
- 3D Game Programming with DirectX 11
- Vulkan Cookbook (not started yet)

I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
There are some videos on youtube that demonstrate some of the features:
Procedural grass on the GPU
Procedural Terrain Engine
Quadtree detail and view frustum culling

The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.

Bye,

Phil
• By tj8146
I have attached my project in a .zip file if you wish to run it for yourself.
I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this?

Errors when I build my code:
1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Renderer.cpp
#include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
#pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
#include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
#pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
#pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }
Game.zip
• By lxjk
Hi guys,
There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
This method can be naturally extended to clustered light culling as well.
The following image shows the general ideas

Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test

I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!

Eric

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

This topic is 2222 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

Recommended Posts

I'm trying to mimic the shader used in opengl.org website http://www.opengl.or...rs/lighting.php , but i only got so far as declaring the following object:
 cwc::glShaderManager SM; 

when i got these errors:
 error LNK2001: unresolved external symbol "public: __thiscall cwc::glShaderManager::glShaderManager(void)" 0glShaderManager@cwc@@QAE@XZ"]??0glShaderManager@cwc@@QAE@XZ) error LNK2001: unresolved external symbol "public: virtual __thiscall cwc::glShaderManager::~glShaderManager(void)" 1glShaderManager@cwc@@UAE@XZ"]1glShaderManager@cwc@@UAE@XZ) 

I included all the necessary includes exactly the same as the project on the website has it. I don't know why im getting linker errors when i never added any shader linkers, and this is because the project on the website didnt have any shader linkers.

 SOIL.lib opengl32.lib glu32.lib glut32.lib 

How can i solve these errors?

Share on other sites
I checked the following link. I found them on "archive:cwc\source\glsl.cpp"
Are you sure that you included this file to your project?

Best wishes, FXACE.

Share on other sites
I belive i did it correctly because i mimic'd the example by doing the following:

- glew/include
- cwc/include
- freeglut/include

And with my project folder looking like this:

Share on other sites
But did you add the file FXACE mentioned in your project? You have probably included the files because your code compiles just fine so the include paths and such are just fine, but the linker cannot assemble the final program because it cannot find the actual code for the functions anywhere.

Share on other sites
Sorry, i should'uv mentioned in my previous post that glsl.cpp is located in the cwc folder(cwc/source) you see in the picture, and since that folder is an include i cant see why its giving me errors.

*Note: The cwc folder is broken down into two seperate folders "include" and "source", the include folder has header(.h) and source folder has the implementation(.cpp)

Share on other sites
But is the file added to your project? It's not enough that the file itself is located in the folder, it has to be in the project as well or the compiler won't compile it.

Share on other sites
This is what my project currently looks like:

And if i add the existing "glsl.cpp" file from the cwc folder of my project and add it into my project, like you mentioned, then my compiler brings up 78 unresolved linker errors

Share on other sites
That means you have other files missing in the project as well. If you want to use the code in glsl.cpp, then you have to add it to the project, and you also have to add whatever code it requires.

Share on other sites
But i can use glut and opengl function fine without adding them to my project. It's just adding glsl is giving me all trouble =S and like what i said above when i add it i get 78 glew errors. And when i add the 3 folders to my project, tons of errors complaining of duplicates

Share on other sites
OpenGL and GLUT are automatically linked when you include the GLUT header. If you open the GLUT header file, you will see some code in there that automatically adds the correct library files to the linker (some #pragma-directives in the beginning of the header file if I remember correct).

If you're getting linker errors related to GLEW, then you simply need to add those files to the project as well.