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Everything posted by jsvcycling

  1. jsvcycling

    Nvidia GI Hardware Support

       Actually, they are using Voxel Global Illumination (VXGI) which seems to be very similar to Sparse Voxel Octree Global Illumination (SVOGI) which was first published by Cyril Crassin of NVIDIA in 2011.   From the NVIDIA page on the technology behind VXGI:   VXGI is not a Direct3D 12 specific feature, in fact, SVOGI it was first implemented in OpenGL 4.x and Direct3D 11. Though the technology has (mostly) been available for years, NVIDIA's Maxwell graphics architecture is the first of its kind to have "built-in" support for the technology.
  2. I'm actually working with UE4 on my current project and I've had a great experience with it so far. With that said, I don't think it'll fit you well with you based on your OP.   UE4 is built more as an all-inclusive framework that you game is built on top of rather than a library that is built into your game. So for you it'll seem just like Unity where they require you to use their style of framework; this is the exact same approach UE4 takes. Also, although UE4 has the source available to subscribers, it is by no means minimalistic as all the core components of the engine are rather tightly knit together. Lastly, if you found Unity's GUI system painful, then you will find UE4's Slate system even more painful. The only way to get a "good" UI system into UE4 is essentially what would need to be done with Unity which is purchase a 3rd-party GUI framework (Scaleform and Coherent UI are the two big ones for UE4 thus far).   I'm not saying UE4 is a bad engine (heck I use it myself), but I'm just saying that it's not going to fit your needs/wants.
  3.   In order to contribute to UT, you'll need to stay on with a subscription or you will lose access to the UT GitHub repository.
  4. jsvcycling

    Switching between languages/API

    I regularly switch between several languages and APIs. For the languages I use the most (C, C++, C#, Java, JavaScript, PHP, Python, and Haskell) I have a quick reference sheet that has some of the common techniques and styles that are specific or noteworthy to that language. For APIs, I also have references for some of my more commonly used methods or classes in some of my regularly used APIs. I also have at least 1 book for each language or API (if there is a book for it) nearby so I can pull it out and use it if my quick reference sheet doesn't provide enough detail.   I also like to comment my code regularly, especially when using 3rd-party libraries.   Plus there's always the internet and I have a bookmarks folder for all the reference pages for just about every API I use regularly.
  5. jsvcycling

    What programming skills for Unreal 4

      The shaders seem to be written in HLSL using the internal Material Editor. The HLSL is compressed so you cannot access it from the file system (you must use the Show HLSL option in the Material Editor). The HLSL is converted to GLSL when packaging for the OpenGL rendering target (or when running on OS X). This is the same way it was done in UE3/UDK.
  6. If you actually get an Unreal Engine license you get the same amount of control as in cry-engine, you get all of the C++ code. However that license is offcourse more expensive. I have a feeling this will get worse for UDK 4 where they ditch UnrealScript in preference of Kismeth and C++, which I guess you only get access to Kismeth.   Yeah, but most estimates I've read for a UE3 license are around the $750k-1m area and they only license to "established" studios. So for an indie developer, UE3/4 is a bit out of the way with the exception of UDK (which is just $99 per development studio, plus a small amount of royalties after $25k of profits). CryENGINE on the other hand provides the source code to CryGame.dll as part of the FreeSDK and an indie commercial license is free, but it comes with royalties (I believe they are calculated case-by-case).   Also, UE4's run-time C++ complication is nothing new. It's actually derived from an open-source (zlib license) project called RuntimeCompiledCPlusPlus ( My understanding is that Kismet is now just a front-end to UnrealScript which can be edited manually (not too sure about this though).
  7. I agree nearly 100% with you on your comparison between Unity3D and Leadwerks (or similar engines). I prefer to have a nice "low-level" view of my game's code, even if it isn't as easy to work with.   A few months ago, I reverse engineered the concept behind Unity3D (so no actually code reverse engineering) and figured out that UnityEngine.dll was just a wrapper for code built-in to the game executable and mono runtime. This annoyed me that it was such high level that we don't even have true control of the engine.   I find this "flaw" in other engines as well. One of the most used engines that does this is UDK. It's doesn't seem as high-level as Unity3D since just about all logic code is done through UnrealScript, but it's still not as "low-level" as I'd like. Engines like CryENGINE on the other hand are absolutely perfect in my opinion. Not only can you script logic in Lua, but they give you the source code to CryGame.dll as well!   Nowadays, I mostly try to stay away from engines designed to be "easy to use" since (as you mentioned) they hide a lot of stuff from the programmer. Really, the only "easy to use" engine I've actually considered using is Godot, but only after it was open-sourced. Still, it's scripting language is a bit of a turn-off. :(
  8. Sadly, I'm discontinuing my Direct3D 11 series until further notice. Between work and school, I just can't seem to find the time to work on it. :(
  9.   Hopefully I'll get a new one out within the next couple weeks. School means I'm away from my computer for most of the day, then once I return home I still need to do homework. I'm also engaged in several projects in association with New York University (NYU). Plus, I have other extra curricular activities that I'm actively involved in.   In any case, if you are interested in learning DirectX 11, I highly suggest you also look at Rastertek's tutorials. It is where I first learned DirectX 11. The primary difference between his series and mine is that I will focus on creating an actual game using DirectX 11 while his is focused on explaining different concepts in DirectX 11.
  10. Seems my Game Development with Win32 & DirectX 11 tutorial got front-paged. I should probably start working on it again...
  11. Here's a good comparison between the different timing methods available in the Win32 API:
  12. jsvcycling

    software license

    Before you even do that, I recommend you check with your instructor first. In many schools, any code written for a class is usually copyrighted to the school (for legal reasons; if the instructor gets "inspired" by your code and decides to use it in his own project). Make sure your instructor is alright with you using code you wrote previously which you are licensing under XYZ license. You should do this with any external library that is used for school projects (unless the instructor specifically states to use the library).   Just my two cents.
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