Rendering Architecture | Game Engine series

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Even after all these years, this is still the best C++ game engine tutorial series. I hope you know that your videos have been a tremendous help and inspiration to me, and they greatly influenced my decision to enter this industry. Through your videos, I have gradually developed an engineer's mindset, not just limited to implementing certain features. I am extremely grateful.

YINGHAI
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I might not create my own engine through your tutorials but I love your videos anyway.
It is nice to find a well-structured video about C++ coding with someone who's as experienced as you.

PrimeBukkIT
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Wow I am loving your videos. I am writing my own dx12/vulkan engine and you've opened my eyes.

johnkangwa
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I have no idea how Vulkan code looks and it sounds scary but i'm looking forward to seeing you implement it and learn it myself as well.

wexalian
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Definitely would like Vulkan support at some point. I do plan on adapting this engine and hopefully using it to make my own game(s) in the future. It would be super cool to get games on something like the Nintendo Switch and if that requires Vulkan, I want it, lol. Thanks again for this series, it's extremely valuable to me and I'm sure many others.

Matt
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This is how PowerPoint presentations (and presentations in general) should be made. It's straight to the point and easy to understand. Good work!

zetadimensions
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I like the way this series is heading. With more OpenGL videos we can learn more in-dev things about for example the frame buffers you mentioned while this series can focus more on the general approach of how a game engine can be designed. With OpenGL as it's base it also means we don't have to wait forever for the basic things to work. This way, people who want to use Vulkan can still implement Vulkan while others might go with DX11/12 or OpenGL or Metal 1/2 without having to wait so long just because it might be faster to implement with their API as it would be if you would go with Vulkan instead. Thought I'd love to see first of all Vulkan and later on DirectX in the future as well. It should be especially interesting to see how a game engine interacts with multiply rendering-api's in code. For my own projects so far, my biggest problem has always been where to draw this line between render API and renderer, especially as I'm still learning C++ and Vulkan. At the end of one project, I always find myself in the position that I could have done thousands of things differently, be it either because I learned new things in Vulkan/C++ or because one or another design decision didn't play out in the end. Guess I'll start another engine in the near future. It'll be interesting to see the differences between your design, someone who works on Games as a professional and the design decisions I made in the past. :)

For scripting, I would love to see a C# integration. Another idea of mine would be to port the engine to Android. I always wondered how game engines create APK files and how they integrate with all those native java or kotlin based android libraries and APIs. Especially since so much changes between android versions, like the app permissions or the new app bundles or instant apps.

TheShadoDragon
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I have learned more here from these videos than any course I've taken to date!!! This is a little throw back to the C++ series. Would you be willing to do a video about best practices or the most efficient methods of 'interop-ing' between managed and unmanaged code?

brennansalibrici
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Thanks for the videos! Just a side note: some of your "Game engine series" videos (like this one) are actually not added to the playlist. It is recommended to make a filter that automatically adds these kind of videos to your playlist. :)

csisyadam
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AIGC:
- The video is part of a game engine series and focuses on rendering architecture.
- The presenter expresses gratitude to patrons for supporting the series and keeping it going.
- There are two sides to the rendering system in a game engine: the render API, which is specific to graphics APIs such as OpenGL and DirectX, and the platform-independent side.
- The presenter talks about the various components needed for the render API, including the render context, swap chain, frame buffer, vertex buffer, index buffer, texture API, shared API states, pipelines, and render passes.
- The video is geared towards practical implementation and will be using OpenGL as an example.

graph
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I, personally, am waiting on the DirectX 12 implementation in this series.

zetadimensions
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Rather than trying to create a renderer API engine for all Render APIs, would not game developers select a single Render API, and depending upon which platform one is developing for, select a render API for a single platform, or in the case of cross platform, select the API that is cross platform? So, would not for cross platform, it is Vulcan, or even openGL for lower requirements. And would not each Render API have different features not present on others that would determine which is selected depending upon ones needs ?


But any way, I find all these videos quite informative and good to give a better understanding of C++ and how game engines are put together. Keep up the good altruistic work.

dominionscave
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Congrats!, just do your thing man, always appreciate all your time and effort, you need to have time for yourself. Just don't get in any trouble at that Bach. party, we would like to see you again! Hehehe, hope you have a lot of fun man.

jonphillips
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The reason that's given for why Vulkan is a low priority in this project is that it's not beginner friendly. It sounds like there should be a wrapper library for Vulkan to make it more accessible. This game engine is a library though but regardless, DirectX 12 and Metal are proprietary. Looking at it from a teaching perspective and tech perspective, adopting proprietary APIs binds learners and end users to specific platforms and their respective business models.

DaveAxiom
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You are the only youtuber that I hit like button before even watching the video

gellertli
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Every time someone mentions Vulkan I get an itch to learn it, but I've never even got a triangle up. Just the setup is miles more complicated than OpenGL.
I'm gonna try it again, I really do want to learn.

AmeshaSpentaArmaiti
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This is amazing, thank you so much just wow

shanebenlolo
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I would love to see this engine in Vulkan. I'm concerned that if you start in OpenGL that you can't get all the benefits from Vulkan (or D3D12/PS4 graphics API) without refactoring a lot of code later on, like multiple draw call threads etc.
Just an idea.

nextlifeonearth
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Looking forward to the dx12 and vulkan implimentation.

idreesaziz
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Hey, thank you so much for your lessons)

ArchiWorldRuS