vkDOOM3
UnrealEngine
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vkDOOM3 | UnrealEngine | |
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5 | 122 | |
784 | - | |
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0.0 | - | |
11 months ago | - | |
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GNU General Public License v3.0 only | - |
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vkDOOM3
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Vulkan Tutorial (Rust)
For me, it was "I Am Graphics And So Can You" [1] series, where author progresses from the similar concepts up to a working renderer for DOOM 3, linked in the intro of this article [2].
[1]: https://www.fasterthan.life/blog/2017/7/11/i-am-graphics-and...
[2]: https://github.com/DustinHLand/vkDOOM3
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What are the relevant use cases of WebGPU vs Vulkan?
Many of the vulkan presentations Kronos has given talk about this (especially the older ones), though they are also light on examples. Best specific example was the ID tech guys porting doom 3 to vulkan (I believe this may be the repo? https://github.com/DustinHLand/vkDOOM3) which they have given talks about
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Gaming has gotten so far but they still can't fix the cape
People can look at what's involved in the various game engines that have source available, for example this seems to be the Doom3/vkDoom3 collision detection code (UE5 has a bunch if you search for "collision"), and it's not simple to handle it. That was before (2004) nvidia even started trying to do hair/fabric as bleeding edge tech demos (geforce 5 or 6 IIRC)
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Developers praise the Steam Deck: 'It just works, for real'
I'm not a graphics programmer, but I've found these two resources to be illuminating: "How hard is Vulkan really? from GDC 2018", and id's comments in 2016 that Xbox does not use the same code paths as desktop D3D. The fellow giving the first presentation converted Doom 3 to Vulkan by himself as a starter project while on parental leave.
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Upcoming GZDoom-powered FPS Selaco shows off the 'AI Response System'
O3DE, the open-sourced version of Amazon Lumberyard, could, if for some reason id Tech 4 with Vulkan couldn't.
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?
fhDOOM - Modernized DOOM3/idTech4 engine: ported to modern OpenGL (core profile), enhanced visual effects, improved performance, improved editor, more to come
CRYENGINE - CRYENGINE is a powerful real-time game development platform created by Crytek.
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
capnproto-rust - Cap'n Proto for Rust
Q-Zandronum - A Zandronum 3.0 fork with improved netcode, configurable movement and many small tweaks
Defragr - Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4
dhewm3 - dhewm 3 main repository
Quake-III-Arena - Quake III Arena GPL Source Release
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Smooth-Networked-Movement-Plugin - Public Repository so anyone can push updates to the plugin. [Moved to: https://github.com/Reddy-dev/SMN2]
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]