Jump to content
  • Advertisement
Gnollrunner

Recomendation for Graphics/Game engine design resource

Recommended Posts

Posted (edited)

Hi again,  After some looking around I have decided to base my game directly on Direct X rather than using an existing game engine.  Because of the nature of the stuff I'm doing it just didn't seem to fit very well and I kept running into road blocks.  At this point I have a big blob of code for doing fractal world generation and some collision code,  and I'm trying to put it into some form that resembles a game engine.  Since I've never used one before It's a bit alien to me ..... so can someone direct me to a book, website, article, whatever... that covers this?  I'm mainly looking for stuff that covers C++ library design. I'm not adverse to using 3rd party tools for stuff I can used them for.

Edited by Gnollrunner

Share this post


Link to post
Share on other sites
Advertisement

This not being a "Game Design" question, I'm moving it to another forum (per the sticky posts atop the game design forum). Please post only game design questions in the game design forum.

Share this post


Link to post
Share on other sites
16 hours ago, Gnollrunner said:

I'm trying to put it into some form that resembles a game engine.  Since I've never used one before It's a bit alien to me ..... so can someone direct me to a book, website, article, whatever... that covers this?  I'm mainly looking for stuff that covers C++ library design. I'm not adverse to using 3rd party tools for stuff I can used them for.

A good starting point may be the Enginuity series by @superpig. It's a bit dated (2003) and better techniques have come out since it was written, but Richard did a good job highlighting the things a developer needs to think about.

This link is a search of all things Enginuity on GameDev.net: https://www.gamedev.net/search/?q=enginuity

Share this post


Link to post
Share on other sites
7 hours ago, Tom Sloper said:

This not being a "Game Design" question, I'm moving it to another forum (per the sticky posts atop the game design forum). Please post only game design questions in the game design forum.

Sorry I think I got my terminology confused. I was thinking design of game software.

Share this post


Link to post
Share on other sites
13 hours ago, Gnollrunner said:

Sorry I think I got my terminology confused. I was thinking design of game software

I knew that! :D 

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By NanaMarfo
      Hello Everyone!
      I am looking for a small team to do a rendering project with me. The roles I need are:
      -Character Modeller
      -Environment Designer
      -Environment Modeller(Found)
      You can use this in your portfolio and you will be credited at the end.
      If you are interested, please email me at marfo343@gmail.com. Thank you!
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By Andrew Parkes
      I am a talented 2D/3D artist with 3 years animation working experience and a Degree in Illustration and Animation. I have won a world-wide art competition hosted by SFX magazine and am looking to develop a survival game. I have some knowledge of C sharp and have notes for a survival based game with flexible storyline and PVP. Looking for developers to team up with. I can create models, animations and artwork and I have beginner knowledge of C sharp with Unity. The idea is Inventory menu based gameplay and is inspired by games like DAYZ.
      Here is some early sci-fi concept art to give you an idea of the work level. Hope to work with like minded people and create something special. email me andrewparkesanim@gmail.com.
      Developers who share the same passion please contact me, or if you have a similar project and want me to join your team email me. 
      Many thanks, Andrew.

    • By thecheeselover
      I made this post on Reddit. I need ideas and information on how to create the ground mesh for my specifications.
    • By mike44
      Hi
      saw in dependency walker that my app still needs msvcp140d.dll even after disabling debug.
      What did I forget in the VS2017 release settings? After setting to multithreaded dll I get linker errors.
      Thanks
       
    • By 3dmodelerguy
      So I have been playing around with yaml-cpp as I want to use YAML for most of my game data files however I am running into some pretty big performance issues and not sure if it is something I am doing or the library itself.
      I created this code in order to test a moderately sized file:
      Player newPlayer = Player(); newPlayer.name = "new player"; newPlayer.maximumHealth = 1000; newPlayer.currentHealth = 1; Inventory newInventory; newInventory.maximumWeight = 10.9f; for (int z = 0; z < 10000; z++) { InventoryItem* newItem = new InventoryItem(); newItem->name = "Stone"; newItem->baseValue = 1; newItem->weight = 0.1f; newInventory.items.push_back(newItem); } YAML::Node newSavedGame; newSavedGame["player"] = newPlayer; newSavedGame["inventory"] = newInventory; This is where I ran into my first issue, memory consumption.
      Before I added this code, the memory usage of my game was about 22MB. After I added everything expect the YAML::Node stuff, it went up to 23MB, so far nothing unexpected. Then when I added the YAML::Node and added data to it, the memory went up to 108MB. I am not sure why when I add the class instance it only adds like 1MB of memory but then copying that data to a YAML:Node instance, it take another 85MB of memory.
      So putting that issue aside, I want want to test the performance of writing out the files. the initial attempt looked like this:
      void YamlUtility::saveAsFile(YAML::Node node, std::string filePath) { std::ofstream myfile; myfile.open(filePath); myfile << node << std::endl; myfile.close(); } To write out the file (that ends up to be about 570KB), it took about 8 seconds to do that. That seems really slow to me.
      After read the documentation a little more I decide to try a different route using the YAML::Emitter, the implemntation looked like this:
      static void buildYamlManually(std::ofstream& file, YAML::Node node) { YAML::Emitter out; out << YAML::BeginMap << YAML::Key << "player" << YAML::Value << YAML::BeginMap << YAML::Key << "name" << YAML::Value << node["player"]["name"].as<std::string>() << YAML::Key << "maximumHealth" << YAML::Value << node["player"]["maximumHealth"].as<int>() << YAML::Key << "currentHealth" << YAML::Value << node["player"]["currentHealth"].as<int>() << YAML::EndMap; out << YAML::BeginSeq; std::vector<InventoryItem*> items = node["inventory"]["items"].as<std::vector<InventoryItem*>>(); for (InventoryItem* const value : items) { out << YAML::BeginMap << YAML::Key << "name" << YAML::Value << value->name << YAML::Key << "baseValue" << YAML::Value << value->baseValue << YAML::Key << "weight" << YAML::Value << value->weight << YAML::EndMap; } out << YAML::EndSeq; out << YAML::EndMap; file << out.c_str() << std::endl; } While this did seem to improve the speed, it was still take about 7 seconds instead of 8 seconds.
      Since it has been a while since I used C++ and was not sure if this was normal, I decided to for testing just write a simple method to manually generate the YAMLin this use case, that looked something like this:
      static void buildYamlManually(std::ofstream& file, SavedGame savedGame) { file << "player: \n" << " name: " << savedGame.player.name << "\n maximumHealth: " << savedGame.player.maximumHealth << "\n currentHealth: " << savedGame.player.currentHealth << "\ninventory:" << "\n maximumWeight: " << savedGame.inventory.maximumWeight << "\n items:"; for (InventoryItem* const value : savedGame.inventory.items) { file << "\n - name: " << value->name << "\n baseValue: " << value->baseValue << "\n weight: " << value->weight; } } This wrote the same file and it took about 0.15 seconds which seemed a lot more to what I was expecting.
      While I would expect some overhead in using yaml-cpp to manage and write out YAML files, it consuming 70X+ the amount of memory and it being 40X+ slower in writing files seems really bad.
      I am not sure if I am doing something wrong with how I am using yaml-cpp that would be causing this issue or maybe it was never design to handle large files but was just wondering if anyone has any insight on what might be happening here (or an alternative to dealing with YAMLin C++)?
    • By 3dmodelerguy
      So I am trying to using Yaml as my game data files (mainly because it support comments, is a bit easier to read than JSON, and I am going to be working in these files a lot) with C++ and yaml-cpp (https://github.com/jbeder/yaml-cpp) seems like the most popular library for dealing with it however I am running into an issue when using pointers.
      Here is my code:
      struct InventoryItem { std::string name; int baseValue; float weight; }; struct Inventory { float maximumWeight; std::vector<InventoryItem*> items; }; namespace YAML { template <> struct convert<InventoryItem*> { static Node encode(const InventoryItem* inventoryItem) { Node node; node["name"] = inventoryItem->name; node["baseValue"] = inventoryItem->baseValue; node["weight"] = inventoryItem->weight; return node; } static bool decode(const Node& node, InventoryItem* inventoryItem) { // @todo validation inventoryItem->name = node["name"].as<std::string>(); inventoryItem->baseValue = node["baseValue"].as<int>(); inventoryItem->weight = node["weight"].as<float>(); return true; } }; template <> struct convert<Inventory> { static Node encode(const Inventory& inventory) { Node node; node["maximumWeight"] = inventory.maximumWeight; node["items"] = inventory.items; return node; } static bool decode(const Node& node, Inventory& inventory) { // @todo validation inventory.maximumWeight = node["maximumWeight"].as<float>(); inventory.items = node["items"].as<std::vector<InventoryItem*>>(); return true; } }; } if I just did `std::vector<InventoryItem> items` and had the encode / decode use `InventoryItem& inventoryItem` everything works fine however when I use the code above that has it as a pointer, I get the following error from code that is part of the yaml-cpp library:
      impl.h(123): error C4700: uninitialized local variable 't' used The code with the error is:
      template <typename T> struct as_if<T, void> { explicit as_if(const Node& node_) : node(node_) {} const Node& node; T operator()() const { if (!node.m_pNode) throw TypedBadConversion<T>(node.Mark()); T t; if (convert<T>::decode(node, t)) // NOTE: THIS IS THE LINE THE COMPILER ERROR IS REFERENCING return t; throw TypedBadConversion<T>(node.Mark()); } }; With my relative lack of experience in C++ and not being able to find any documentation for yaml-cpp using pointers, I am not exactly sure what is wrong with my code.
      Anyone have any ideas what I need to change with my code? 
    • By Gnollrunner
      I already asked this question on stack overflow, and they got pissed at me, down-voted me and so forth, LOL .... so I'm pretty sure the answer is NO, but I'll try again here anyway just in case..... Is there any way to get the size of a polymorphic object at run-time? I know you can create a virtual function that returns size and overload it for each child class, but I'm trying to avoid that since (a) it takes a virtual function call and I want it to be fast and (b) it's a pain to have to include the size function for every subclass. I figure since each object has a v-table their should be some way since the information is there, but perhaps there is no portable way to do it.
    • By MarcusAseth
      This is the code I have:
       //Create Window     DWORD windowStyle = WS_VISIBLE;     DWORD windowExStyle = WS_EX_OVERLAPPEDWINDOW;     SetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_SYSTEM_AWARE);     RECT client{ 0, 0, 100, 40 };     UINT dpi = GetDpiForSystem();     AdjustWindowRectExForDpi(&client, windowStyle, false, windowExStyle, dpi);     UINT adjustedWidth = client.right - client.left;     UINT adjustedHeight = client.bottom - client.top;     m_hwnd = CreateWindowEx(windowExStyle,                             className.c_str(),                             windowName.c_str(),                             windowStyle,                             CW_USEDEFAULT,                             CW_USEDEFAULT,                             adjustedWidth,                             adjustedHeight,                             nullptr,                             nullptr,                             m_hInstance,                             m_emu     ); The generated window has a client area of 1 pixel in height, even though I'm asking for 40. so I'm always getting 39 pixel less than what I need...can someone help me with this? x_x
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631369
    • Total Posts
      2999597
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!