I am trying to replicate all these cool on-screen debug visuals I see in all the SIGGRAPH and GDC talks, but I really don't know where to start. The only resource I know of is almost 16 years old:
http://number-none.com/product/Interactive Profiling, Part 1/index.html
Does anybody have a more up-to-date reference? Do people use minimal UI libraries like Dear ImgGui? Also, If I am profiling OpenGL ES 3.0 (which doesn't have timer queries) is there really anything I can do to measure performance GPU-wise? Or should I just chart CPU-side frame time? I feel like this is something people re-invent for every game there has gotta be a tutorial out there... right?
Hey, I am semi-new to 3d-programming and I've hit a snag. I have one object, let's call it Object A. This object has a long int array of 3d xyz-positions stored in it's vbo as an instanced attribute. I am using these numbers to instance object A a couple of thousand times. So far so good.
Now I've hit a point where I want to remove one of these instances of object A while the game is running, but I'm not quite sure how to go about it. At first my thought was to update the instanced attribute of Object A and change the positions to some dummy number that I could catch in the vertex shader and then decide there whether to draw the instance of Object A or not, but I think that would be expensive to do while the game is running, considering that it might have to be done several times every frame in some cases.
I'm not sure how to proceed, anyone have any tips?
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:
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
- 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.