Anonymous
Depends on school
It's here like that at least. It's more of an explorative journey since students don't really know " what their interests are" without giving it a try.
klimi
I have interest in all
Mar!o
and how you control these variables like position, view angle and collision box and stuff? they are all LA anyway
You are not gonna write your own physics engine. You might use NVIDIA Physics or Bullet or Havok or whatever... quaternions and vectors - just learn how to use them no need to understand them fully (especially quaternions)
Abimbola
I wanna play some games so please before I come back don't give me 1 million messages
Anonymous
I glanced over cpp after going through rust, and xD, there are a lot of similarities. The book referenced c++ a lot.
Stefan
You are not gonna write your own physics engine. You might use NVIDIA Physics or Bullet or Havok or whatever... quaternions and vectors - just learn how to use them no need to understand them fully (especially quaternions)
but ray tracing have huge root in physics, like ray refraction and surface detection and diffuse and stuff, these are returned as a ray tracing result set how do you use them if you dont know them?
klimi
Ray marching is quite interesting I want to try it someday
Stefan
ray tracing might also involve something like shaders and PBR too
Mar!o
ray tracing might also involve something like shaders and PBR too
PBR does not require raytracing. But some effects like ParallaxOcclusionMapping use a similar technique...
Anonymous
I think it's better to start from the basics. You can always dive in deep if your specifications get deeper. Step by step :)
Parra
No one uses C for games
I did a game engine for MMORPGs in C
Mar!o
Also there is much more to an engine than math: it is also hard to write a real parallelized ecs. There is also an engine kernel, runtime system, maybe a VM
Mar!o
I did a game engine for MMORPGs in C
I meant big AAA engines. I like C too but a missing stl sucks when developing games
Stefan
PBR does not require raytracing. But some effects like ParallaxOcclusionMapping use a similar technique...
well but it will affect the direction a ray might deflect, like if you have a metal surface it will shine and stuff
Parra
I meant big AAA engines. I like C too but a missing stl sucks when developing games
well, AAA engines are monsters, for sure they aren't written in one language
Nils
It's suspicious
Why? Perfectly fine to me, I have heared good about the developer
Parra
I meant big AAA engines. I like C too but a missing stl sucks when developing games
when you are learning, it's cool: https://bitbucket.org/parrastudios/argentum-online-c/src/master/common/src/DataType/
Stefan
well, AAA engines are monsters, for sure they aren't written in one language
ue4 is written in c++, but heavily modified... cryengine is c++/mono c# hybrid frostbite uses c++ a lot too i guess unity, well unity is not aaa at all
Mar!o
well but it will affect the direction a ray might deflect, like if you have a metal surface it will shine and stuff
But at least AFAIK even PBR uses traditional Lambert or gouard for specular lighting. It reads the values from a roughness map and uses a modified formula.
Stefan
but let me tell u what, source engine is utter garbage
Parra
they mix many technologies and engines in one
Stefan
yeah, that's the point, and who knows what uses RAGE and friends
still c++ but with reflection system same goes for anvil in rb6
Mar!o
but let me tell u what, source engine is utter garbage
No it's just old and has never seen any big overhauls
Stefan
No it's just old and has never seen any big overhauls
i got the leaked source code and i want to f__king puke
Mar!o
The source code is on github
Mar!o
It is open source. Search for sourcesdk2013
Parra
they had to do that in record time
Stefan
i got the leaked source code and i want to f__king puke
like is this 15 years of diarrhea s**t
Parra
code quality wasn't a priority
Mar!o
Traditional
Stefan
It is open source. Search for sourcesdk2013
no that is just public interface, i mean the real source code with cpp files that hides the engine quirks
Parra
also source was the first to introduce discrete simulation which for me it's something huge
Mar!o
PBR just uses fancy maps and formulas to keep the material appearance more realistic in different lighting situations...
Stefan
Mar!o
no that is just public interface, i mean the real source code with cpp files that hides the engine quirks
No it also contains the rendering code and stuff. Sure some stuff is hidden because of security
Parra
actually no, game console have ragdoll physics long ago iirc
I mean discrete simulation in multiplayer
Parra
they have the paper, you can check it out
Stefan
I mean discrete simulation in multiplayer
...state machine replication just
Parra
how discrete simulation is related to state machine?
Stefan
how discrete simulation is related to state machine?
you replicate the server physics state to client iirc
Stefan
but client then will do physics prediction only, hence it is actually approximated
Parra
the concept of discrete simulation is breaking the time into quantums where you can rewind or apply vector clocks so you can synchronize distributed systems, this is something decoupled from physics
Parra
although both can be used combined
Parra
with this methodology you turn the whole engine into a reactor, that can be modeled by events
Stefan
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking damn i havent read this like 2 years
Stefan
I don't know about it
game engine is essentially a feedback loop
Stefan
time dependent
Parra
I have worked with similar sistems (to Discrete Simulation) and it's quite clever, those kind of architectures are really interesting for any kind of realtime systems (not only games)
Parra
by things like this is why I respect source, although the code could be a complete mess due to time/commercial restrictions
Parra
right now I'm in a project which is applying this kind of things to implement a compiler that can make js code threaded automatically
Parra
and I mean real threads (multiple js threads), not I/O
Parra
anyway, it's cool, I enjoy this kind of things
Parra
with discrete event simulation you stop seeing the game engine like an main loop and you start seeing it as a multiqueue
П 0 D Ξ
Without the marked line does this program run correctly? Can anyone help me..?
Anonymous
Without the marked line does this program run correctly? Can anyone help me..?
how about you copy the code. remove the marked line. compile the code
Anonymous
and see if there are any errors
Chirag
/get cbook
П 0 D Ξ
Ok
П 0 D Ξ
it will run but 40 years ago
Can you explain plzz?
Stefan
Can you explain plzz?
you know k&r c right? this is the og c that wrote unix and it contains a lot of function declaration prototypes without parameters
Alex
Without the marked line does this program run correctly? Can anyone help me..?
in C it is compilated with warning: no prototype for function
Alex