Cauldron
UnrealEngine
Cauldron | UnrealEngine | |
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4 | 122 | |
876 | - | |
1.3% | - | |
0.0 | - | |
about 2 months ago | - | |
C++ | ||
MIT License | - |
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Cauldron
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Learning DirectX 12 in 2023
Cauldron is a 3D render engine framework that uses DirectX 12 or Vulkan as the backend. It was built by AMD for internal prototypes and projects. You use it like a static library and import it into your existing C++ app to use as a framework. It was built first using DirectX 12, then Vulkan support added later, so great project to analyze from that perspective.
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[PROJECT HELP] Adding HDR support to DXVK for Windows use
see this to support hdr in vk: https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/d22060043138b38e3aa01f766227ee0bd4e4f83e/src/VK/base/FreeSyncHDR.cpp
- DLSS vs FSR Image Quality Comparison in Back 4 Blood
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Edge of Eternity Tech Q&A – Midgar CEO on AMD FSR vs NVIDIA DLSS, PS5 vs XSX and More
Hes saying the TAA in Cauldron preserves more details, which it doesn't. It has sharpening to perceptually reduce blur. It's open source and you can find it here: https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/tree/master/src
UnrealEngine
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Two handy GDB breakpoint tricks
Visual Studio has a related annoying habit when navigating the call stack (the caller's scope is considered closed if the callee is syntactically its tail) so I wonder whether this workaround would be useful for it as well.
See also this comment in the Unreal Engine code about putting a nop in before as well: https://github.com/EpicGames/UnrealEngine/blob/26677ca1b3c97...
// Q: Why is there a __nop() before __debugbreak()?
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- Not only Unity...
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Unreal Engine 5.3
It is not publicly available. If you click on this link you get a 404 page: https://github.com/EpicGames/UnrealEngine You actually have to go and subscribe, agree to their terms, and then you get to view the source code. It happens to be free, but it is by no means "public".
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I always have bad timing, was literally just about to try out v5.2
https://github.com/EpicGames/UnrealEngine/tree/5.2.0-preview-2 For anyone wondering
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Depending on the order multiple movies in "Startup movies" cause game to crash.. UE5.1
Like I said before, you have the fixed code here (commit: 23937975).
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How to create a moddable game?
Before you can access the repository at https://github.com/EpicGames/UnrealEngine, you must: be an Unreal Engine subscriber. have a GitHub account. have associated your GitHub account with your Unreal Engine account as described on the UE4 on GitHub page.
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W.I.P on my Open-World time traveling game. Experimented with Lumen + Nanite and found a way to maximize performance!
What you need to do is follow this link and diff my file with Epic's file. You can grab settings that I have from mine and plop them into a custom one for yours. Just be mindful if you're developing in VR for what settings you bring over.
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As a Unity user, watching Unreal Engine at GDC 2023 made me sad and jealous
Originally it was going to be NetworkPrediction (need to be signed into a github account with Unreal Engine access for that link to work), but since David Ratti left Epic that died and they stopped working on it. (I didn't know it was dead, that was the CMC replacement I was referring to)
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This unironically happened at my work today. We'll *definitely* be fitting that one into the next sprint...
Found this while looking through UE commits
What are some alternatives?
Xbox-GDK-Samples - Game development samples published by the Xbox Advanced Technology Group using the Microsoft GDK.
CRYENGINE - CRYENGINE is a powerful real-time game development platform created by Crytek.
explode - An easy utility for responding with standard HTTP/JSON error payloads in Plug- and Phoenix-based applications
capnproto-rust - Cap'n Proto for Rust
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
Defragr - Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
Quake-III-Arena - Quake III Arena GPL Source Release
uri_template - RFC 6570 compliant URI template processor for Elixir
Smooth-Networked-Movement-Plugin - Public Repository so anyone can push updates to the plugin. [Moved to: https://github.com/Reddy-dev/SMN2]
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]