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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 85ee948655e6aef⋯.png (17.63 KB,512x512,1:1,s2-3dlogo.png)

File: f4548e516c66839⋯.png (413.25 KB,646x505,646:505,sigma2_2018-03-05_01-45-12.png)

File: 543ec720dc7dbf3⋯.png (44.59 KB,648x507,216:169,Sigma Editor 2_2018-03-24_….png)

fe2893 No.31318 [View All]

This thread is for my game engine, Sigma II, since I needed to get around to making such a thread any-way. It will be where I post all of my progress and what kind of stuff I am working on in one place in case anyone is interested in seeing the progress the project has been making over time.

There is a page on the wiki here:

http://8agdg.wikidot.com/sigma-ii

41 postsand54 image repliesomitted. Click reply to view. ____________________________
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40ec9c No.33118

This is an incredibly interesting look at IDE design, and well-documented at that. I love seeing a real-time dev-tool development.

Could you explain exactly what it is about Linux that causes compatibility issues and requires re-compiling? It's got to be more than just implementing OpenGL, right? Linux exporting has been done automatically in all the programs I've used, so I'm interested in the specifics.

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349f1a No.33119

>>33118

I don't think my Linux version has compatibility issues with the binaries that I can produce. Maybe I complain about it a lot because I am not as experienced as someone who runs Linux as their primary OS. My workflow just isn't going to be as efficient. I did have a problem with targeting x86 on Linux. I can compile on both x86 and x64 on Windows without thinking about it- but on Linux x86 is a second class citizen. So, I had to do some work configuring my system to be able to compile and run x86 binaries. Then I produced binaries that didn't work on other x64 Linux systems because they were not configured to run x86 binaries. The real solution was to just set it up to be able to compile both x86 and x64 binaries... it's not to unreasonable... in Linux, you can compile everything, so what's the point of supporting x86 if you have a x64 processor? I just did it that way because I don't want to leave x86 Linux systems behind. Also, since Linux programmers marginalize x86 more and more, the effort too support it doesn't seem to be that strong. I had to edit some makefiles in some of my libraries to compile for x86. But it wasn't a big deal since I solved all of my problems in the end.

Once you have the binaries, it's fine. Linux computers (on the desktop at least) all generally conform to some common set of features. You can basically expect them to all have OpenGL, X11, etc... I used Xlib, and XFree86VM for full-screen mode, because they were included in Slackware 14.2, which is the Linux distro that I use. I have never used a package manager unless I am using someone else's computer. I compile everything from source. Luckily its a fairly standard package to find, even though my friend trying to compile the engine on Debian a while ago had to download a lot of packages to do it....

Don't fall into the trap of writing "Distro Specific Software". Just read this: https://forums.svencoop.com/showthread.php/46288-Dropping-support-for-Windows-XP-2003-Windows-Vista-2008-and-Linux-GLIBC-lt-2-24


Sorry to disappoint further, but those of you wanting to run SvenDS on RHEL, CentOS, or FreeBSD will still not be able to do so just as you can't now. To be clear on this, as a game development team we have no desire to support enterprise type distributions of Linux. Though they may be great for many applications, games are certainly not their purpose. Our choice down the Debian distribution path correlates with a happy balance between fairly up to date software and stable proven software. The Debian path also matches Valve's preference with Steam, particularly as they use this for their own SteamOS distribution, of which the current version (3.0) is also based on Debian 9.

This is the kind of trap you can get into... standards have been worked on to solve this problem, and unfortunately I don't think that they will

really work, even though LSB exists, for example Debian doesn't officially comply with it! I think it's very strange to be able to write software that only works on a few Linux Distro's. But that's the issue. UNIX world does not like to follow standards at all, everyone drifts apart. X window manager is a great example of this, and so UNIX programmers only use wrappers like SDL, GTK, QT, over it so they don't have to work with it natively. Read the source code of those projects, you will see how it works. Running a battery of attempts to try and even out the differences between platforms... using totally undocumented API's... Some people just shut it out and "support" Linux by supporting the one distro they ported the software to Linux with. Maybe I'm a little guilty in that it's easiest to build on Slackware because all libraries are just installed.

I didn't think this wall of text could get so long, I hope you like it... I don't know what you mean by an IDE though. Is that what you call that thing modern game engines do, where you work in some kind of weird software that is a combination of a map editor, a script writer, a resource manager, honestly I have never used a modern engine, but it all looks very complicated. I only used GoldSource before writing my own engines. Do you see the influence? It's the same workflow.

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40ec9c No.33120

>>33119

Thank you for, I've never seen an accurate write-up on this.

>I don't know what you mean by an IDE though. Is that what you call that thing modern game engines do, where you work in some kind of weird software that is a combination of a map editor, a script writer, a resource manager

I think that most people just say "game engine" but whatever, yeah, that is what I meant by that. "Integrated development environment" expresses what it does, but then I guess you can get it confused with a programming tool like visual studio. 'Game Engine' is fine too. Disregard me.

>it all looks very complicated

you programmed your own game engine in C. I can't tell whether you're joking.

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349f1a No.33123

>>33120

I'm lucky that slackware has easy instructions for enabling x86 support from x64. See here: http://www.slackware.com/~alien/multilib/

I don't know what the process is like for something like Debian, for example. I really wish that LSB was followed by all of the major distros, it's a shame that the effort didn't work. Then I can just read this spec here: https://refspecs.linuxfoundation.org/lsb.shtml

And I know what libraries I can expect and when to expect them. It would solve a lot of problems.

Modern game engines with that kind of environment that Unity, Unreal, Godot uses, just seems like a much more complicated tool than for example my experience with game engines, but I guess that's a funny way for me to say that I don't understand how to use them. I guess I can't relate too it. But I think writing code in C# or C++ is a lot more complicated and difficult than writing code in C.

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6385b0 No.33273

>listening on port 1488

cheeky

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349f1a No.33367

File: 8cb9485875cc728⋯.png (29.26 KB,646x505,646:505,sigma2_2019-02-27_20-53-41.png)

Finally getting the Vulkan renderer to work again, this time properly, I should be getting at least the performance I can get with OpenGL, but ideally higher performance. Right now getting the text system all sorted out, it still has issues, but, it will be resolved, just a matter of time. Then I can write a system for drawing the world, that should be a little faster than OpenGL I hope. Then I can work on actual new features.

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349f1a No.33583

File: ccb0d81108f717e⋯.png (17.32 KB,646x505,646:505,sigma2_2019-04-07_17-15-32.png)

My call to vkCmdDrawIndirect was crashing because I forgot to set the stride parameter. But now it can actually draw things on the screen. There's some kind of error with my data here but that should be easy to fix. I'm almost done with bringing my Vulkan renderer to the same state that the OpenGL renderer is in. Then I can work on fixing the Linux version...

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0c4ac8 No.33591

Looking good anon, keep up the good work. I love seeing graphics and engine work being done amongst all the nodev.

Cool rig too, i've been looking out for old IBM boards with ISA slots for PSX devkit cards

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349f1a No.33593

File: 36e53c73038fb1e⋯.png (108.59 KB,1304x820,326:205,qrenderdoc_2019-04-12_20-2….png)

File: 1ceee383093eafa⋯.png (15.52 KB,646x505,646:505,sigma2_2019-04-07_17-22-03.png)

I've pretty much figured out that this buggy rendering is because junk data is being put into my vertex buffer, so I just have to confirm how to solve it, it's pretty scrambled right now. I think my method of transferring the data was unreliable, I just realized that my code is written like OpenGL in that it assumed that commands would be executed as soon as I called them, and not that it would only be executed when the queue was released. I was submitting a series of commands that copied stuff out of a memory mapped buffer, so it gave it the wrong data. The images are the junk data I was getting.

>>33591

Thanks!

I have a huge amount of Pentium 4 shitboxes lying around my house, they keep showing up, I don't even know how many I have, please send help, they're everywhere

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349f1a No.33594

File: 3693bbbcbb7f893⋯.png (65.03 KB,1283x602,1283:602,notepad_2019-04-12_20-36-0….png)

File: d169e3d86f7f150⋯.png (130.75 KB,646x505,646:505,sigma2_2019-04-12_20-32-46.png)

So it looks like the problem with the geometry being wrong has been fixed, however there are other issues and I need to figure out what they are, the stuff being put into my draw call is correct and my matrix seems to be correct, I think something else is wrong, I just don't know what it is right now, the image flickers quite a lot and so I need to figure that out. I also need to use vkCmdUpdateBuffer because my current method is really a quite stupid way of doing things, I basically set up a temporary buffer, map it to the address space and copy my VBO data in pieces into this temporary buffer, and then copy THAT into my device local actual VBO memory with vkCmdCopyBuffer, and of course to do this correctly I have to create and destroy a command buffer EVERY TIME before I can change the memory in the mapping to the next part of the VBO. All because I didn't read about vkCmdCopyBuffer which is what I should really do.

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349f1a No.33598

>>33594

It turns out my method of copying was the right one. Anyway I still have this issue, I think its something in my shader and with my matricies, i'm not sure.

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349f1a No.33608

File: 227c9be07d70b1b⋯.png (613.22 KB,640x480,4:3,sigma2_2019-04-17_14-40-48.png)

File: 2ed6b8e8935f2dc⋯.png (661.69 KB,640x480,4:3,sigma2_2019-04-17_14-41-28.png)

Vulkan rendering works, it's still not as fast as OpenGL is, but I can still do some more optimizations to how it works until I get it to the same place. Soon I can work on fixing the linux port.

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991c83 No.33609

>>33608

So that's where you've been, I was wondering why you weren't posting in the /agdg/ threads on /v/. How far are you from a release where one could make a full game with your engine?

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349f1a No.33610

File: 85d939bf50fa23f⋯.webm (207.43 KB,747x560,747:560,video.webm)

>>33609

I think in another year I will have a more substantial demo and the engine will be able to show actual gameplay, the game and things I want to make with it will actually be recognizable... My issue right now is just low productivity, this is the worst month in the year for my free time, and maybe by the end of the summer I can finish the features I want to finish before loading models into the engine. I have a higher productivity in the summer.

Anyway I haven't been posting lately just because of how long it takes to produce any visual progress and also how you can't see anything behind the screenshots I post. >>33608 represents a couple thousand lines of code that were deleted and rewritten but it all looks the same. Although I think I will be moving faster in the future because of that. It's ultimately an identical screenshot to what I was posting literally a year ago.

My roadmap right now is just, to fix the linux port, and make sloped surfaces work in the map editor, then I want to implement a series of optimizations to the map creation that should make the whole engine generally faster (this is an unpruned BSP tree, there is quite a lot of waste...). Then I want to implement lightmaps and skyboxes and then finally models, at that point I will have to fix my netcode too... anyway I think that at least half of those goals can be achieved by the summer, maybe the rest by new years, I don't know until I start programming it really.

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349f1a No.33628

File: 26dc53d27eaa3dd⋯.png (518.46 KB,665x533,665:533,sigma2_vulkan_works_in_lin….png)

This is the Sigma II in Fedora Linux using the Vulkan API on Linux for the first time. Right now I am making efforts to bring the Linux version to the same level as the windows one and so far it is going well, aside from some small bugs and potential bugs everything seems to be working fine. So hopefully on 5/5 demo day I can show something that Linux users can use. I rewrote some of the console system so that it actually loads the config file correctly on Linux, I still need to make changes to the cvars so that I can hold strings in cvars, this is because Linux users especially need a way to specify the path to their Vulkan implementation. Improvements to the video mode enumeration were also made, further improvements will be made between now and 5/5.

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c73ad7 No.33629

>>33628

Will there be a portable binary for the linux release? If so I'd like to read a post on how you make it.

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349f1a No.33630

>>33629

I don't think that I really know more than anyone else about how to do that, I am definitely not the most experienced at Linux although I know how to use it, I haven't had issues with other people running my Linux binaries, although i'm sure there are limits to that, right now it only uses POSIX and X11 and OpenGL/Vulkan so as long as you have those three things it should work fine in theory, I recently gutted FLIF support from the way it's set up so the only library I even use is a statically linked libwebp which has no dependencies of it's own, really my strategy here is to just hope that the very low amount of dependencies make it runnable on everyone's system.

Eventually I will release the code, and then it won't be so much of an issue for UNIX users to work with. In theory this codebase should run on BSD's, etc., and you can compile out all Vulkan code too. At some point I want it to be set up so you can also compile out OpenGL support as well.

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349f1a No.33634

File: c5ed0c126ec26ee⋯.png (51.7 KB,725x303,725:303,no_leaks.png)

File: aafcb1ea22635c6⋯.png (42.72 KB,733x200,733:200,Screenshot from 2019-04-24….png)

I ran the program through valgrind. I fixed all of the leaks that I could, but in Vulkan, my graphics driver leaks memory internally, and I can't fix that. The program freezes up when I try and run the r_restart command while attached to valgrind. But all in all the experience on Linux is basically equal to the Windows version now. The last thing I want to do before demo day is port the engine to the Wayland window system, but I don't know if I will end up doing that in time. I have less free time lately despite all the progress.

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349f1a No.33737

File: 1766f45785e0d3a⋯.png (453.38 KB,640x480,4:3,PVS_error.png)

File: 3bc26707a7a6634⋯.png (12.71 KB,412x263,412:263,3bc26707a7a66349dcbf7d44e2….png)

It's been another demo day, so you can download another build of the engine: https://mega.nz/#!JcJAyIZb!Z27CAFxYivzlvmKTJNI4sV8tn64EkcvW-UPJoE1VCRw

>>33719

>>>/v/16438439

This is a list of problems people had, so I can remember them all:

>fix the PVS generation in the map editor

>you can click off the window by moving the mouse fast enough

>the window sends itself into the bottom corner of the screen if you mess around with it, check focus, etc.

>the network limiter is dropping timesteps at high framerates because of low floating-point precision, use int64 timesteps instead

>non US keyboards don't have ~, find replacements for those

>on linux libwebp is being dynamically linked for some reason

>certain Vulkan drivers only have 16 image samplers per descriptor pool, figure out how to fix this

It worked generally okay on people's computers, although certain errors were not handled the way they should have been, nobody had the game crashing on startup or in the middle of gameplay, etc., the main issue was not checking to see if Vulkan could allocate textures and not handling that by falling back to OpenGL, however because all of the other errors were correctly dealt with the program did not crash and continued running, even if everything looked messy. It tried to tell the user about the missing textures, but the font failed to load. It would be interesting to create a fallback for that on windows with AllocConsole().

All in all I am glad that it was stable, despite the bugs. Only two issues are actually going to be difficult to solve, that is, the PVS generation, and the image sampler issue. Fixing bugs related to the PVS is very, very difficult to do. The image sampler problem will require me to restructure my draw call and I am not sure how that will go, it is an easier problem to fix, just, not a trivial problem. Realistically through it's a necessary restructuring that would have been required at a later time anyway. It's just that I have to fix it now instead of later.

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c73ad7 No.33747

I enjoyed the demo and had no major issues on windows, but couldn't get it to run on linux because of the version of libwebp it required wasn't in my distro. I was going to give some Linux platform thoughts based on what the game did, but since I can't run it I'll just type all the things I might have said here. I use a tiling window manager so to make windows float with XLib I make them not resizeable by setting min and max size hints to the same value. On Windows the cursor wasn't hidden so I'm assuming it's the same on Linux. To hide the cursor in XLib you have to make a transparent cursor and apply it to the window. I'd also recommend grabbing the cursor to the window as well as warping it to the center so that it can't change focus on both operating systems.

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349f1a No.33748

>>33747

I see, I don't resize my window at all right now. (besides restarting in a new mode) And yeah, not having the pointer warped on the center is an issue. Right now I just warp it to 50,50. Reminds me of when I played reflex in 2014 or something and always clicked out onto my second monitor every time I tried to hit a rail shot.

It's pretty annoying that it dynamically linked libwebp. I will have to figure out how to make it link properly... any way I think I understand what I need to do to make this transparent cursor. Just pass in a mask of all zeroes to XCreatePixmapCursor, that should work out I hope.

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0744f0 No.33761

>>33634

Valgrind spits out a lot for my vulkan driver and validation layers as well. Using clang's -fsanitize=address complains less (there's one calloc() somewhere leaking memory but I'm not the one calling it).

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ffc4c7 No.33764

The vulkan renderer doesn't work for me (defaults to OpenGL) on Gentoo, with or without specifying the path to my libvulkan.so.

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349f1a No.33767

So far I have fixed the bug where you can't move when the game starts, by synchronizing the client and server initialization so that the client won't fail to connect.

I think I have fixed the bug where at a very high framerate the game can stutter. I rewrote the code that keeps track of the time to use integer time, since I think floating-point time wasn't precise enough to limit the network rate correctly, and might have been causing the client to not send packets fast enough. Too much of the timesteps get rounded away basically, is my theory. This only happens on Linux so I have to test it still and port my changes over.

>>33761

I wonder if using a custom allocator would fix it. But I'm not too concerned about it to try. Mostly because I wouldn't want to disappoint myself with that work if the Nvidia driver I have is just leaking memory internally.

>>33764

It's either failing to initialize or failing to open the libvulkan somehow. My problem is that my error messages aren't detailed enough. If you want I can respond soon with a build that hopefully gives more detailed error reporting.

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349f1a No.33768

>>33767

Oh, and I also got it so that you can't escape the window anymore by flicking the mouse hard.

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349f1a No.33825

File: 6bbccabe7150970⋯.png (334.23 KB,640x480,4:3,sigma2_2019-05-21_03-07-41.png)

File: 6e7e47c164517f2⋯.png (335.69 KB,640x480,4:3,sigma2_2019-05-21_03-08-29.png)

I fixed the bug in the PVS, and added a post processing stage to get rid of the kind of fucked up geometry that my map editor was producing. Now everything is a lot cleaner. The next step is to actually start implementing more optimizations, work to fix it up, and hopefully new features. Lots of things to do...

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3b41e8 No.33843

So are you guys going to install Unity or Godot yet, or are you still working on an unofficial sequel to King's Field on the PlayStation® 1?

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349f1a No.33844

File: 845a258ac888517⋯.png (1.13 MB,1280x480,8:3,fixed_bug_pp.png)

>>33843

I am the only person working on this, hopefully, it will look nicer than kings field, by the end, it should look a lot more like goldsource or serious engine something. It just takes a lot of foundational work to get to that point...

I can't enjoy using C# and whatever godot uses, the langauges, just seem so poor to use, and then, of course, godot doesn't even have occlusion culling, which my engine does have, and none of them will run on my laptop, they are huge resource hogs, and I dislike that kind of bloat. I want to make games that could have been released in 2000... so they should run on the right hardware for that.

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349f1a No.33874

File: 0221de9901b375a⋯.webm (1.22 MB,640x480,4:3,snap_to_grid.webm)

File: e8ed37290b71fe0⋯.webm (1.02 MB,640x480,4:3,editor_gs.webm)

File: 66ebd807cd62d9e⋯.png (441.75 KB,1048x867,1048:867,Sigma Editor II (Pelles C ….png)

File: bed6bc645284b5a⋯.png (442.25 KB,640x480,4:3,sigma2_2019-05-28_01-50-00.png)

The map editor now lets you change the grid resolution. It works great, and you can no longer collapse brushes into themselves. The next feature is either going to be sloped surfaces or changing the texture coordinates on certain faces.

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349f1a No.33880

File: 76a47d9e89bfdc7⋯.png (25.98 KB,1056x253,96:23,taskmgr_2019-05-30_09-04-2….png)

The map editor has been greatly improved, map compilation is instant and the size of the maps has been reduced by half. It's because I started doing what everything else does, I moved to a two-pass process where I cull all polygons on the outside of the level and regenerate a new BSP tree from the polys on the inside. This solves literally every problem with the PVS generation and it's now instant. However before I did this I spent some time multithreading and optimizing the PVS generation so it will run things on multiple threads, this is an example before my change that made it happen instantly, where it would go to 30% CPU and then jump to 100% for the last few seconds, compiling the map in 60 seconds (originally it took 120 seconds to compile). Not purely gains from multithreading and the MT approach is still in the code it's just that it's so fast that all of my optimizations are basically unneeded for the complexity of the maps I am feeding it. Maybe in the future I will enjoy faster times with more complex maps... so I don't think it's totally wasteful looking at the future. The header for "hall2" can be compared:


//old map
SIGMAII 4 936 17 908 908 309 10850
//new map
SIGMAII 4 538 17 537 537 93 969

Where the layout is like so: [version] [poly list] [texture count] [node list] [plane list] [leaf list] [pvs size]

So, it's about half as large... and the size of the file is also half as big. (250kb from 500kb). So this is a very good improvement.

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349f1a No.33945

File: 18b7e3f2a1fd0dc⋯.mp4 (967.95 KB,640x480,4:3,editor_cut_mode_test1.mp4)

File: 6b3302c40040763⋯.png (375.9 KB,640x480,4:3,sigma2_2019-06-17_17-51-17.png)

The console background is back, it was gone in the 5/5 demo because there was not enough time to include it into the reworked Vulkan renderer, it required setting up a new draw call that I can use for the HUD elements. I am working on a "clip" feature for the map editor that will let you clip brushes against a plane. Right now I just have some basic graphics for this plane, it still needs some work. I only want to fill out the parts of the plane that intersect the target brush in the 2D views.

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349f1a No.33987

File: 7e606e4cee451bb⋯.png (341.24 KB,1086x896,543:448,Sigma Editor II (Pelles C ….png)

File: ea8b6a452641fa5⋯.mp4 (6.48 MB,800x600,4:3,editor_timelapse.mp4)

The map editor now has a working clipping tool , or rather, a working clipping routine, you cant save any of these maps or compile them, yet, but it's a very big start, lots of code rewritten to be much better than before, and hopefully by the time the 8/8 demo happens the engine will be able to show off some really cool maps that make use of the sloped surfaces!

There are a lot of screenshots of me debugging that I wont bother posting, once this feature is mature enough to become useful other work can be done, like skyboxes, etc. It's bothersome to not be able to depict an "outdoor" map at all. That should come soon but I don't know if it will work on 8/8 yet.

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031c0c No.34003

File: f6c5b719d7657bb⋯.gif (144.95 KB,500x585,100:117,totally rad.gif)

File: 1649e2f1d784bc9⋯.mp4 (4.02 MB,540x360,3:2,king of the hill duke.mp4)

>>33987

This is some good progress m8 keep it up, I also like your choices in muzyka.

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349f1a No.34004

File: 038a79de50b005e⋯.png (1.24 MB,1920x1017,640:339,Sigma Editor II (Pelles C ….png)

File: 21c4c277708106c⋯.mp4 (1.2 MB,640x480,4:3,editor_undo_cut_brush.mp4)

File: 3feaf6f6affbace⋯.png (489 KB,640x480,4:3,sigma2_2019-07-06_13-13-58.png)

File: fecbb1f87e59322⋯.png (28.58 KB,800x600,4:3,Sigma Editor II (Pelles C ….png)

>>34003

Thanks friend, I am working on some new stuff, for example you can undo, delete, save, and compile clipped brushes, however I have an error in my code that I am working on for the past few days, there is a problem with the portal generation for leaves of the BSP tree that contain no polygons at all, and until now I was simply unable to make maps that were complex enough to have this issue, so I have been working on an algorithm to extract bounding boxes from the BSP tree itself (the portal generation needs accurate bounding boxes of all of the leaves) instead of basing my bounding boxes on the polygons themselves (since these leaves contain no polygons at all).

The first image is a map that reaches this complexity, the and the third is a compiled map with a sloped surface, and the fourth is an example of one such leaf, there are missing portals in that image, but it's hard to explain, basically I can look into two leaves there despite a portal being in between them. That shouldn't exist...

I think in a few days I will have it all sorted out. Then I can work on making a skybox.

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3e6ff2 No.34019

This is very cool. I love this style of engine. Looking through I didn't see any source, do you have any plans of releasing the code? When I get a chance I am definitely trying this out, thanks for the Linux build.

In case you arent familiar a guy named Bizqwit has a video on a Doom style engine that is pretty entertaining: https://youtu.be/HQYsFshbkYw

Cheers

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349f1a No.34020

File: a059742a377a5d6⋯.png (484.27 KB,646x505,646:505,sigma2_2019-07-18_11-33-06.png)

File: 4b620e5dd2ca54d⋯.png (160.04 KB,640x480,4:3,Sigma Editor II (Pelles C ….png)

File: 349094615ec1e64⋯.png (32.79 KB,800x600,4:3,Sigma Editor II (Pelles C ….png)

In my last post there is an error, it's not possible for it to generate leaves without any polygons, the issue is, I think a problem with the winding order of my portals. The problem with portals not spanning their entire leaf was fixed so far by projecting the portals into 2D space and scaling them by 10, then projecting them back... i'm getting close to fixing this issue completely, I can compile the complex map "arches3" that I have shown a picture of earlier, it still has incorrect culling but not to the degree I was experiencing it earlier, soon I will have fixed that. These are just some misc. screenshots, mostly me trying to break the map editor in a simple way.

>>34019

I haven't released any code yet, I plan on doing so eventually, once a more substantial demo can be made. I have seen the video, it's pretty good. Although it's a much simpler style of engine, much more like the build engine. It would be interesting to try and make a similar video explaining how something like this engine is made, although live programming it would be much more difficult, because of how much code that takes... still an explanation of the algorithms with good visuals would be interesting to see.

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e5a3ac No.34100

File: 6bfd2a08c8a4c4c⋯.jpg (229.72 KB,1024x768,4:3,sigma2_2019-10-21_05-48-02.jpg)

File: 4bef3f2a6d651eb⋯.jpg (298.51 KB,1024x768,4:3,sigma2_2019-10-21_05-49-05.jpg)

File: 10feea6a1c13ff1⋯.png (144.01 KB,646x505,646:505,sigma2_2019-10-25_20-07-25.png)

testing... as you can see it's been 5 months, so obviously progress has been made on the engine, I will just dump screenshots of the new stuff that's been happening and try and explain what has been going on. As you can see skyboxes have been added into the engine, and resource loading is also working, like this mech model .

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e5a3ac No.34101

File: add063f57ea2b79⋯.png (747.81 KB,1920x1036,480:259,Sigma Editor II (Pelles C ….png)

File: 97da5b49d515b6e⋯.png (728.62 KB,1920x1017,640:339,Sigma Editor II (Pelles C ….png)

File: 3d7ea466327e534⋯.png (1.06 MB,1920x1017,640:339,Sigma Editor II (Pelles C ….png)

File: e9fbc03c740b536⋯.png (690.8 KB,957x506,87:46,Sigma Editor II (Pelles C ….png)

And, something interesting- these are pictures of a map being worked on by Kowloon anon, in Sigma Editor II, these are kind of outdated pictures already that show a very complex map... this is what the map editor is capable of at it's current state. There have been many productivity improvements to the editor software that have allowed this, it would be too slow to properly create these kinds of maps previously, I will post some more content explaining the actual features added to the map editor soon.

Still I don't want to act like the map editor is anywhere near finished. It's definitely an improvement over something like Hammer, but it still holds the user back in a lot of ways.

http://8agdg.wikidot.com/kowloon

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e5a3ac No.34102

File: ebaa9476794bbc7⋯.mp4 (898.96 KB,640x480,4:3,editor_absolute_paste.mp4)

File: b11119549b0ce4e⋯.mp4 (1.1 MB,640x480,4:3,editor_axis_locked_stretch.mp4)

File: f0c47a34edd2f23⋯.mp4 (6.02 MB,640x480,4:3,editor_copy_paste.mp4)

File: a862950e1e9a6e6⋯.mp4 (1.29 MB,640x480,4:3,editor_multi_select_cut.mp4)

File: 84729286971bceb⋯.mp4 (920.53 KB,640x480,4:3,editor_multiselect_test1.mp4)

So, this is a collection of short videos that I made over the last 5 months showing various improvements to the map editor, so you can see... the kind of work that I have been doing on it. It's a much nicer tool to use today than it was back then, in that, you can take some basic things for granted using it.

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e5a3ac No.34103

File: 31f1fd849e5943d⋯.mp4 (4.68 MB,640x480,4:3,editor_texture_browser_scr….mp4)

File: 849cb87f148d77f⋯.mp4 (965.38 KB,640x480,4:3,editor_scaling_works_FUCK.mp4)

File: 92fa3152646d73e⋯.mp4 (2.83 MB,844x630,422:315,editor_mutli_select_stretc….mp4)

File: 0160b6fe5ffcb51⋯.mp4 (2.47 MB,640x480,4:3,editor_texture_controls.mp4)

more videos

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e5a3ac No.34104

File: 5fb969d950069c3⋯.png (47.72 KB,800x600,4:3,sigma2_ecs.png)

File: 81bda180af1f5d3⋯.png (50.68 KB,1467x766,1467:766,poide_2019-11-13_04-58-32.png)

As for what i'm doing now, it's, creating the DLL interface to Sigma II, a lot of things are being worked on and redone inside of the engine, to make it fully programmable and generic. That large map and the mech model are not done by me, it's for a game that is being made in collaboration with a few others, on this engine. More progress will be posted later as... the programmable interface becomes more fleshed out and usable.

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f2bfa8 No.34145

File: 2cf275a2545e88f⋯.mp4 (973.02 KB,512x384,4:3,sigma2_UI_system.mp4)

File: 05eef62e7906ed8⋯.png (395.69 KB,1008x625,1008:625,palemoon_IkSIlXxWUY.png)

File: 4ce30c9446bb120⋯.mp4 (1.5 MB,640x480,4:3,editor_gtkradiant_style_st….mp4)

Ongoing work on the new programmable UI system, improvements to the map editor, documentation of the new programmable interface which is rapidly expanding... all previous work is now being replicated through this programmable interface, this requires a significant re-organization of code, however once finished actual game development will be possible.

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f2bfa8 No.34152

File: cd69ed74a2cc14e⋯.mp4 (6.83 MB,400x300,4:3,mousefade_mesh_texrotate.mp4)

working on the materials system

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33d27c No.34153

nice work anon, you're really inspiring me to do some low level stuff.

amazing music taste btw

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f2bfa8 No.34154

File: 8d84e5c5397b51d⋯.mp4 (1.21 MB,400x300,4:3,mousefade.mp4)

File: b1c108446224293⋯.png (153.82 KB,712x2057,712:2057,rendercode.png)

>>34153

Thanks, what kind of stuff are you thinking about working on? I'm trying to write some basic documentation for the engine's graphics API today.

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6123d9 No.34158

File: e9903b7ae973f93⋯.png (397.59 KB,800x600,4:3,sigma2_maus.png)

File: b23f79190bdad66⋯.jpg (73.61 KB,512x356,128:89,Maustank.jpg)

File: 55d07b699703092⋯.jpg (335.23 KB,1280x933,1280:933,Munster_Maus_Modell_(dark1….jpg)

File: aac67d1db9e7611⋯.jpg (203.83 KB,1600x1071,1600:1071,o0bsm.jpg)

>>34154

>>34152

Those are some interesting music choices, what genre is it called? My guess would be 70-80's synthetics (dunno which nation)

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2eadbd No.34159

>>34158

It's not that old, I can just post a music list, starting at the bottom:

mousefade.mp4 - Altwave - Donkey Kong Country Medley

mousefade_mesh_texrotate.mp4 - Tempest 2000 OST - Hyper Prisim

sigma2_UI_system - Prana - Geomantik - Taiyo (Chakra Remix)

editor_texture_controls.mp4 - Snaketicus - Die Totenmaske Zwei OST (Unreleased) - D E P O T

editor_multi_select_stretch_mode.mp4 - Vincent De Moor - Fly Away (Original Mix)

editor_scaling_works_FUCK.mp4 - Chris Zabriskie - Divider

editor_texture_browser_scrolling.mp4 - Phoenix849 - Netware Violators

editor_multiselect_test1.mp4 - Synthadelic - I'm a Secretary (Radio Soulwax: Cherry Moon On Valium Mix)

editor_multi_select_cut - Vincent De Moor - Fly Away (Original Mix)

editor_copy_paste.mp4 - (cant find it)

editor_absolute_paste.mp4 - Snaketicus - Die Totenmaske Zwei OST (Unreleased) - background sound

editor_undo_cut_brush.mp4 - Juno Reactor - Transmissions - High Energy Protons

editor_timelapse.mp4 - Svenson - Sunlight Theory (O-Zone Mix)

editor_cut_mode_test.mp4 - Zymotix - Rachel In Trance (Maximum Cut)

snap_to_grid.webm - Defender 2000 OST - Track 03

editor_gs.webm - Defender 2000 OST - Track 02

editor1.webm - TRF - Ez Do Dance

editor2.webm - ALEPH - Take My Life

frustum_culling.webm - Ken Laszlo - Hey Hey Guy

ocw.mp4 - Silent Circle - Stop the Rain in the Night

2018-08-06 01-45-17.mp4 - Scott Brown & Dmo - Just Walk Away

CSGworking.webm - Kraftwerk - Neon Lights

CSGbug.webm - Kraftwerk - Neon Lights

hall1.webm - Mr. Flagio - Take a Chance

sigma_II_BSP_working_rooms_map_8megs.webm - 009 Sound System - Dreamscape

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2eadbd No.34166

File: 9792c41bf8ecb1a⋯.mp4 (8.98 MB,640x480,4:3,defender_speed_changes.mp4)

Flying spaceship and cubemapped material inputs , it gets updated using a matrix callback.

Almost done with the basic materials system.

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6123d9 No.34210

File: 6158732036d4e3c⋯.jpg (38.29 KB,468x316,117:79,serveimage.jpg)

>>34159

Thanks for the list.

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2eadbd No.34249

File: 0e54d8bda90638b⋯.png (32.14 KB,648x507,216:169,Obj Viewer_2020-02-21_16-1….png)

File: 0e8336828cc6a43⋯.png (164.38 KB,646x505,646:505,sigma2_2020-02-21_01-54-22.png)

File: 6abf8d62cab7052⋯.png (243.44 KB,646x505,646:505,sigma2_2020-01-27_06-42-24.png)

File: af0399ddf80566d⋯.png (710.41 KB,1920x948,160:79,Unity_2020-02-14_18-08-26.png)

File: 57a61483d6ab46d⋯.png (593.66 KB,1292x600,323:150,texture_sampling.png)

Did more work on improving the map editor, it can now export as .obj files, which for example allows it to be imported into the unity engine. Useful for making the rough geometry of the level in unity, and then doing the actual detailing of it in probuilder. Saves a lot of time compared to actually working in probuilder, not that I would ever subject myself to that.

The materials system is being upgraded, it's possible to have sphere mapping, different texture filters, etc. now. Next step is to fix the map importing process, so that I can render levels with these new materials, which should be pretty nice. I expect to have shiny env-mapped windows and metallic surfaces, parralax scrolling cloud layers on my skies, etc. Then I can work on integrating entities into the engine, so the levels can be populated by models. A lot of work to do...

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