Current design decisions for my game engine:
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You know, if I really do end up using Qt for my game engine editor, maybe it'll land under the KDE umbrella one day 🤔 KameEngine
Quick progress update:
- Implemented prototype of an input system (more on that when the details are clearer)
- Made a simple freefly camera controller with it
- Implemented the Pool/Handle system from the HypeHype talk ( https://mastodon.gamedev.place/@tracefree/115162926709506134 ) for meshes, textures, etc
- Worked around an issue in Qt Advanced Docking System, it's now the most viable option so next step will be making a simple editor -
Quick progress update:
- Implemented prototype of an input system (more on that when the details are clearer)
- Made a simple freefly camera controller with it
- Implemented the Pool/Handle system from the HypeHype talk ( https://mastodon.gamedev.place/@tracefree/115162926709506134 ) for meshes, textures, etc
- Worked around an issue in Qt Advanced Docking System, it's now the most viable option so next step will be making a simple editorDecided not to natively support Wayland for the engine editor for the time being, just via XWayland. I made an honest effort but I already spent more time on this than I did on setting up Vulkan to draw triangles and there's just one hindrance after another. There's extensions for most of them but they're either still planned or not widely adopted yet. With X11 it's way simpler to e.g. embed a window into another window as a dockable widget.
The game itself does support Wayland though.
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Decided not to natively support Wayland for the engine editor for the time being, just via XWayland. I made an honest effort but I already spent more time on this than I did on setting up Vulkan to draw triangles and there's just one hindrance after another. There's extensions for most of them but they're either still planned or not widely adopted yet. With X11 it's way simpler to e.g. embed a window into another window as a dockable widget.
The game itself does support Wayland though.
The good news is that I got Qt Advanced Docking System to work together with 3D viewports of my Vulkan engine just the way I had envisioned :D
So now I can finally focus more on editor features such as gizmos, scene tree editing, component inspectors, etc -
The good news is that I got Qt Advanced Docking System to work together with 3D viewports of my Vulkan engine just the way I had envisioned :D
So now I can finally focus more on editor features such as gizmos, scene tree editing, component inspectors, etcAlso I removed all QtQuick (Qt's more "browser-like" UI framework) dependencies for now. It seemed nice but two of the libraries I want to use are based on QtWidgets (a more traditional C++ framework) and I'd rather not mix and match unless I find a good reason for it.
This also simplifies viewports. I no longer export/import memory between two Vulkan instances and instead just embed my game's SDL window in a Qt dock widget.
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Also I removed all QtQuick (Qt's more "browser-like" UI framework) dependencies for now. It seemed nice but two of the libraries I want to use are based on QtWidgets (a more traditional C++ framework) and I'd rather not mix and match unless I find a good reason for it.
This also simplifies viewports. I no longer export/import memory between two Vulkan instances and instead just embed my game's SDL window in a Qt dock widget.
What makes a 3D editor a 3D editor? That's right, an infinite grid!
Implemented the shader from this excellent article by @bgolus: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8
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What makes a 3D editor a 3D editor? That's right, an infinite grid!
Implemented the shader from this excellent article by @bgolus: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8
Now with major and minor grid lines and colored x- and z- axes
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There's this philosophy that you should be very conservative with the C++ features you use, only use those that are at least a decade old, and that ideally you'd just write C.
I'm of the philosophy that I wanna see for myself if a feature is problematic, even if I might have to suffer the consequences.
Anyway last week I learned about C++ "concepts" and over the weekend I already found a use case for them. Terrible name but cool concept!
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There's this philosophy that you should be very conservative with the C++ features you use, only use those that are at least a decade old, and that ideally you'd just write C.
I'm of the philosophy that I wanna see for myself if a feature is problematic, even if I might have to suffer the consequences.
Anyway last week I learned about C++ "concepts" and over the weekend I already found a use case for them. Terrible name but cool concept!
In a similar vein, I tried out C++ modules in the previous iteration of the engine and learned first hand why people warn against them. No regrets though.
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In a similar vein, I tried out C++ modules in the previous iteration of the engine and learned first hand why people warn against them. No regrets though.
Camera controls for the engine editor. I stole the exact keybindings from Godot >:)
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Finally had some time again to work on the project. The scene tree is now shown in a QTreeView and you can toggle the visibility of individual nodes. Also re-implemented the resource manager and scene deserialization from the previous version.
Next up: Let the editor actually edit the scene and save it to disk!
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Finally had some time again to work on the project. The scene tree is now shown in a QTreeView and you can toggle the visibility of individual nodes. Also re-implemented the resource manager and scene deserialization from the previous version.
Next up: Let the editor actually edit the scene and save it to disk!
Wait, this isn't progressing in the right direction - maybe I should take a break...
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Today has been a very relaxing goblin mode coding Sunday :D Some more non-visual updates:
- StringIDs. Like Godot's StringNames, interned¹ strings are hashed and stored in an internal database. "bla"_id gets converted to a handle that is faster to compare for equality than std::strings.
- Loading scenes from the editor via a file dialog, including a "Recents" menu. The UI was surprisingly easy to implement with Qt!
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Today has been a very relaxing goblin mode coding Sunday :D Some more non-visual updates:
- StringIDs. Like Godot's StringNames, interned¹ strings are hashed and stored in an internal database. "bla"_id gets converted to a handle that is faster to compare for equality than std::strings.
- Loading scenes from the editor via a file dialog, including a "Recents" menu. The UI was surprisingly easy to implement with Qt!
Thinking about the next steps for the editor. I want to add a transform gizmo, which means I need some way of recognizing when I click/drag things in the 3D viewport, so I'll try to find out how other editors do that. Naively I'd think I need a physics engine for that, but in Godot I can accurately select meshes without collision shapes 🤔
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Thinking about the next steps for the editor. I want to add a transform gizmo, which means I need some way of recognizing when I click/drag things in the 3D viewport, so I'll try to find out how other editors do that. Naively I'd think I need a physics engine for that, but in Godot I can accurately select meshes without collision shapes 🤔
AABBs (partially) implemented
They don't support scaling and rotations yet, but for starters it's good enough for (1) visualizing selected nodes and (2) testing raycasts from the cursor position against.
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AABBs (partially) implemented
They don't support scaling and rotations yet, but for starters it's good enough for (1) visualizing selected nodes and (2) testing raycasts from the cursor position against.
Got node selection working, without a physics engine or CPU-side triangle raycasting! Used this idea from a colleague:
- Put mouse position and node ID into push constants
- In the fragment shader, check if current pixel is under the mouse
- If so, write node ID and depth into a list in a storage buffer
- On CPU, read back the buffer and sort by depthUpside: No need for AABB testing, proxy meshes, or duplicating skinning code on the CPU
Downside: Has to be included in most shaders
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Got node selection working, without a physics engine or CPU-side triangle raycasting! Used this idea from a colleague:
- Put mouse position and node ID into push constants
- In the fragment shader, check if current pixel is under the mouse
- If so, write node ID and depth into a list in a storage buffer
- On CPU, read back the buffer and sort by depthUpside: No need for AABB testing, proxy meshes, or duplicating skinning code on the CPU
Downside: Has to be included in most shaders
Weekend progress update: we have a transform gizmo!
It can't actually transform anything yet but it jumps to the average position of the selected nodes and disappears when nothing is selected.
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Weekend progress update: we have a transform gizmo!
It can't actually transform anything yet but it jumps to the average position of the selected nodes and disappears when nothing is selected.
Bonus screenshot: one of the fun things that can happen when you mess up and bind invalid descriptor handles. Had a lot of GPU hangs today :P
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Bonus screenshot: one of the fun things that can happen when you mess up and bind invalid descriptor handles. Had a lot of GPU hangs today :P
The translate gizmo is now functional :D
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For a second there I thought my refactor of the materials system just worked on first try, but no, it only seemed to work by accident and now my GPU crashed. Time to go to bed :D
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For a second there I thought my refactor of the materials system just worked on first try, but no, it only seemed to work by accident and now my GPU crashed. Time to go to bed :D
The refactor being: First I had a global buffer of materials with albedo color, roughness, metallic, bindless texture indices etc that's always bound to every shader and I pass a material ID via push constants with each object. But not every material is PBR, there's going to be custom shaders using different data. So now the global buffer is an array of pointers to material buffers of different types, and I send an additional material type index via push constants as well.