2D Renderer Textures | Game Engine series

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One thing to consider with going for the "Renderable 2D" data structure route could be for future use with scripting, especially if you wanted to offer game developers using your engine to use scripts to change various aspects of a sprite like object component at runtime. It would probably depend on what kind of scripting language you want to use. The engine I'm working on uses lua for integrated scripting, and it is easier to allow scripts to return or otherwise update a table data structure than it is to manually set individual variables (at least imo, there might be a better way to do that).

fenril
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At 18:25, its probably better to do the multiplication by ten on Vertex Shader, so that it will accomplished once per vertex (that is, four times) against once per pixel (whole lotta times).

anderson_jagyoutubechann.
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Please make some videos regarding multithreading! Thanks in advance.

nsmkhn
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ImGui is so cool, its so easy to add Square Position movement as a sliders in it

Corgamos
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This approach is tricky for Vulkan and D3D12, since u don't bind elements(like CBV or textures), but the descriptors. DescSets for Vulkan and DescHeaps for D3D12

brunomarques
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why don't we embed textures to vertex array objects?
a vertex array object holds vertex positions along with index array ( in what order it's gonna be drawn ) and vertex data ( color texture coordinate, normals anything) so I perceive a VAO a game object that can be drawn. In my engine I combined all these, and a game object actually a Buffer that can be drawn, can be passed to my renderer

VAO.bind();
VAO.bind_vertex_buffer({data, sizeof(float) * 3 * 8})
.add_layout({"position",
0,
render::Quantity::Float3,
render::Type::Float,
render::Normalized::FALSE})
.add_layout({"color",
1,
render::Quantity::Float3,
render::Type::Float,
render::Normalized::FALSE})
.add_layout({"texture",
2,
render::Quantity::Float2,
render::Type::Float,
render::Normalized::FALSE})
.bind_index_buffer({index, sizeof(unsigned int) * 3 * 1})

.build();

Inside loop:
VAO.bind();
VAO.draw(sh); // sh: is the shadder program

osys
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Cherno this might be a silly question but I wanted to ask how do you manage to go from between method parentheses to end of line and append semicolon so fast. Are you using "End" key and then semicolon or you are using some magic shortcut or VS extension? :)

xskarogniadax
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Can you please consider making a series on developing 3D Game Engine using Modern OpenGL and IMGUI? It can be like porting this tutorial to 3D.

abhilashkrish
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I have typed "gl_Position = a_Position" so many times, and it always throws some strange error, and I'm always debugging it, 10 mins here, 20 mins there... ...leaving this comment in the hope that typing this out will help me remember to cast to a vec4... ..."gl_Position = vec4(a_Position, 1.0)".

dkthehunter
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Can you talk about your career and typical wages and your opinion on going indie?

Marco_zlb
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I'm new to the programming world and still learning C++ as first language. I'll get here one day

georgesteven
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SO...I did everything exactly the same and got a black screen.
Then I changed the default z-values for the vec2 position DrawQuad functions to 1.0f instead of 0.0f and drew the Checkerboard texture at a z-value of 0.1f and everything displayed correctly.
It seems to me that, in my case, the z-values HAVE to be positive, non-zero values in order to render, but I have no idea why...

MuscIeBomber
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Hey!, can you share your visual studio's coloring settings? ty <3

Light-wztq
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How would we convert this to android??

Destroyer
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Yes, I'm so confused about the intended coordinate system! Please choose something and let us know.

PetraleiTanyl
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Who knows the bgm at the begining of the video

changgeng
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On one of my PCs, all textures in Hazel are rendered as black. But on my laptop, they work perfectly fine. I'm not sure what's going on, but according to documentation the only thing I can see as being a potential problem is that glBindTextureUnit is not supported below OpenGL 4.5. However, the pc that it's not working on says it's running 4.5.13408 Compatibility Profile Context 15.201.2201.0. I can't find much information on what exactly all that means, but I'm assuming this method of rendering textures just isn't supported by the graphics card on the PC. If anyone else has information, feel free to share as it would be nice if I could get it working.

Matt
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Am I the only one who felt that Cherno doesn't look happy in this video and is a bit exhausted?

Gunslinger
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You can try approaching Microsoft for sponsorship. Endorse Azure DevOps Project management and CI/CD.

kapilverma
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