Comments (19)
Well well well, welcome back OdysseyCreations, or should I say rikseth? 😄
I googled what you googled and this is the first result that comes up.
I understand you are quite young and while I am happy to asnwer your questions, the conversation has escaped the context of this repository and could also be replaced by google searches. As a final warning, I would advice you to read on how to open an issue by clicking here.
Edit: There is a discord channel now with a general discussion section.
from spartanengine.
Indeed there must be (v0.31 most likely) 👍
from spartanengine.
there must be CLOTH SIMULATION
from spartanengine.
What about CLOTH SIMULATION ?
from spartanengine.
Which kind of project did you used to make the game engine
( Directus ) in visual studio
Windows Desktop wizard
or
Windows Desktop Application
or
Windows Console application
?????
Which one??
from spartanengine.
I might be able to squeeze it into v0.31 but I can't tell for sure right now. However, cloth simulation is part of the physics subsystem (Bullet) and it's easy to expose in the engine, so, it will happen sooner or later.
Regarding your question, the type of project is not that important, it's only a template.
Pick whatever feels best and tweak it when the time comes.
from spartanengine.
Thanks........
from spartanengine.
but did you used visual studio or qt ide
from spartanengine.
Just the Visual Studio IDE, for both the engine's runtime and the editor (ImGui).
If it's of any help, when I first started, I had a look at tutorials like this one:
http://www.rastertek.com/tutdx11.html 😉
from spartanengine.
This is what I have been looking for.. THANKS
from spartanengine.
what about GLOBAL ILLUMINATION?
from spartanengine.
No worries.
Global illumination is listed in the roadmap as well, everything will happen.
from spartanengine.
Why did you choose ImGui over Qt?
from spartanengine.
Multiple reasons, ImGui is:
- MIT licensed, which one of the most permissive licenses.
- Fast to develop with, I can have a window with some stuff in it, in seconds, literally.
- Easy to maintain, as the logic code and design code are one and the same.
- Platform independence, it can be implemented to run anywhere, which means that after adding Vulkan support, it should be possible to get the engine to run on other platforms.
- Very small, only a few files, Qt is a few GBs and includes a lot of stuff I don't need but can't remove.
This is what comes to mind now 🤔
from spartanengine.
How did you managed the inputs when you were in QT framework?
from spartanengine.
In directinput we need HINSTANCE to initialize the device. Where did you get that from?
from spartanengine.
Hi OdysseyCreations,
This issue is titled "Subsurface Scattering", has a "rendering" label and is also pretty full with requests.
Your question belongs to a different issue as it's related to Qt/Input.
However, since this question is Qt related, you should google it instead.
The one line code answer will come up as the first result.
Thanks
from spartanengine.
Which rendering API does PS4 uses?
Unreal engine and UNITY supports the PS4. But which API did they use?
You work in Sony right> therefore you must know this better than anyone.
What does it uses -> Directx, opengl, or some other api??
from spartanengine.
I googled it but found that it does not support DirectX, then what does it support?
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Related Issues (20)
- Atmospheric Scattering HOT 1
- Expand/Improve upon our general-purpose vertex processing
- Add clouds
- Fix the car handling
- Wiki documentation
- Improve screen space subsurface scattering for vegetation HOT 1
- Stair navigation in the Doom default world with the physics-based camera
- Ray traced reflections
- Ray traced shadows
- Eye adaptation
- Skeletal animation
- Dynamic resolution scaling HOT 1
- Switch to bindless HOT 2
- Complete D3D12 backend
- Occlusion culling HOT 1
- Crash on Choosing World from World Selection Dialog Box HOT 10
- Improve of editor design/style using imgui
- vulkan destory problem. HOT 4
- Can't open the sponza scene HOT 1
- Vulkan_SwapChain Resize Window has a problem, is made fence wait timeout. so need reset m_sync_index = std::numeric_limits<uint32_t>::max(); HOT 2
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