Lots of old racing games used a PVS. The way it was calculated was by flying a camera around the track and calculating what was visible every few meters using occlusion culling, then at runtime you just see what section…
In essence mega-lights is ray tracing one shadow ray per pixel, then using some temporal de-noising to try and smooth away the noise. This is in contrast to how games traditionally calculate shadows, which is by…
Yup, raylib is great. Sokol is another solid choice for the low level bits - that's what my engine is built with and it's excellent (at least for indie level games).
Absolutely agree! It's totally doable, but it does require some desire/ability to dig under the hood little. I think a lot of people conflate the game engine with a game editor, and don't realise how simple an engine…
It's definitely possible to do it - for me the key is to write the game and the engine together, and only implement the bare features you need. For the first game at least, the engine and the game are essentially the…
I started with a simple on screen 'watch variable', so I can visually inspect values over time. I added simple click drag edit support so I can then edit a value too. Over time I've added a (very simple) console, a…
Very cool - nice tutorial! I've released a few games with my home made engine (most recently https://poki.com/en/g/blaze-drifter) My best advice is only write enough engine to support the game you want to make. Also…
Yeah, a depth prepass won't help you if you're vertex bound. It's most useful when you have high depth complexity and expensive fragment shaders (which to be fair is most games). It's also not usually required for a…
It totally depends on the type of game you want to make, whether using an existing engine or rolling your own is the best option. This is one of the games I've made with my engine:…
Not the parent, but I also use sokol as the base for my engine. I've shipped 3 3d web games with it, and honestly it was the best technical decision I ever made! There's just so much to be said for owning all your…
Lots of old racing games used a PVS. The way it was calculated was by flying a camera around the track and calculating what was visible every few meters using occlusion culling, then at runtime you just see what section…
In essence mega-lights is ray tracing one shadow ray per pixel, then using some temporal de-noising to try and smooth away the noise. This is in contrast to how games traditionally calculate shadows, which is by…
Yup, raylib is great. Sokol is another solid choice for the low level bits - that's what my engine is built with and it's excellent (at least for indie level games).
Absolutely agree! It's totally doable, but it does require some desire/ability to dig under the hood little. I think a lot of people conflate the game engine with a game editor, and don't realise how simple an engine…
It's definitely possible to do it - for me the key is to write the game and the engine together, and only implement the bare features you need. For the first game at least, the engine and the game are essentially the…
I started with a simple on screen 'watch variable', so I can visually inspect values over time. I added simple click drag edit support so I can then edit a value too. Over time I've added a (very simple) console, a…
Very cool - nice tutorial! I've released a few games with my home made engine (most recently https://poki.com/en/g/blaze-drifter) My best advice is only write enough engine to support the game you want to make. Also…
Yeah, a depth prepass won't help you if you're vertex bound. It's most useful when you have high depth complexity and expensive fragment shaders (which to be fair is most games). It's also not usually required for a…
It totally depends on the type of game you want to make, whether using an existing engine or rolling your own is the best option. This is one of the games I've made with my engine:…
Not the parent, but I also use sokol as the base for my engine. I've shipped 3 3d web games with it, and honestly it was the best technical decision I ever made! There's just so much to be said for owning all your…