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    • 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 Ty Typhoon
      Before read everything i am honest:
      Payment after release you get your percentage lifetime for that project.
       
      Second:
      i dont need your inspirations, ideas, music or designs.
      My head is full with that.
      I need workers who i can trust.
       
       
       
      Please let us talk in discord.
      I got a lot of stuff planned, there is much work to do.
       
      But first my team and me try to start with a small mini game and we need maybe exactly you.
      Planned for more than pc, like ps4, xbox one and mobile - so its very important to us to hopefully welcome a programmer.
       
      The mini game will be part of the planned big game. There will be never before seen guns and gameplay, you will get deeper info if youre a safe part of the team.
       
      I need:
      Programmers
      Animators
      Zbrush pros
       
      Join here please:
      https://discord.gg/YtjE3sV
       
      You find me here:
      Joerg Federmann Composing#2898
       
       
    • By Ty Typhoon
      I like to build my A - Team now.
       
      I need loyal people who can trust and believe in a dream.
      If you got time and no need for direct pay please contact me now.
       
      We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. 
      If I get the best people together for a team, everything should be possible.
       
       
      What i need:
      - Programmer c++
      - Unity / Unreal - we must check whats possible, please share your experience with me.
      - Sculpter, 3D Artist
      - Animator
      - Marketing / Promotion 
       
       
      What i do:
      - Studio Owner
      - Director
      - Recruit exactly you
      - Sounddesign
      - Main theme composing
      - Vocals
      - Game design
      - Gun, swords, shields and weapon design
      - Character, plants and animal design
       
       
      Please dont ask about the Name of the Game, about Designs or Screenshots.
      The game will be defintitly affected about our and your skills if you join the team.
       
       
      Planned for the big Game:
      - 1st person shooter
      - online multiplayer
      - character manipulation
      - complete big open world with like lifetime actions and reactions
      - gunstore with many items to buy
      - many upgrades for players
      - specials like mini games
       
      So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do.
       
      discord:
      joerg federmann composing#2898
       
       
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
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Visual studio 2017 - Reference to a Project inside the same Solution

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Image below, as you can see my "Init Direct3D" Demo project has a reference to "Direct3D Framework", and yet I cannot #include "D3DApp.h" ... what am I doing wrong? x_x

HOAc0kP.png

Edited by MarcusAseth

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What's the error you get when you try?

Adding a "reference" to a native project like that isn't necessarily going to set up the include paths correctly; probably the only thing it's doing for you is ensuring the referenced project builds before the referring project. Depending on how you set it up, it may also be automatically linking in the static library output of the referenced project.

Chances are, you need to go into the project settings for your main project and find the include search paths option, and modify it to include a relative path from your project to the directory containing the D3DApp.h source code.

Or, frankly, not bother with a separate project for this and just lump it all into your main project. 

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I think you where right about the paths, after adding include,reference and source path the intellisense now highlight all my classes and give no errors, but still it won't compile, image below x_x (apologize, my VS is not in english unfortunately)

 

hAt1pyL.png

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Finally solved x_x

I had to go into my framework project and change it into a Static Library configuration from the project setting, it was set as an application before x_x

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The static library configuration issue will have fixed those Linker errors (LNK1120).

However the initial problem, of being unable to #include a file, is all down to setting the correct include directories (i.e. in "Directory di inclusione").

These 2 concepts are (unfortunately) quite separate in C++, and with any application using multiple projects you typically have to do both things - make sure the #includes are visible, and make sure the .lib files are linked in to your final project or library correctly.

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6 minutes ago, Kylotan said:

The static library configuration issue will have fixed those Linker errors (LNK1120).

However the initial problem, of being unable to #include a file, is all down to setting the correct include directories (i.e. in "Directory di inclusione").

These 2 concepts are (unfortunately) quite separate in C++, and with any application using multiple projects you typically have to do both things - make sure the #includes are visible, and make sure the .lib files are linked in to your final project or library correctly.

Yes, I ended up touching the include directories as well even though I didn't mentioned it.

Imo it's kind of ridiculous that something as simple as that requires turning all that knobs and pulling all that levers, but maybe is just me doing it wrong or being spoiled :D

Edited by MarcusAseth

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This is how C++ works unfortunately. The system that operates the #includes (the preprocessor) is a completely different system to the one that links the compiled code together (the linker).

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