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Turbo Game Engine Beta Update

Josh

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The Turbo Game Engine beta is updated! This will allow you to load your own maps in the new engine and see the speed difference the new renderer makes.

Image1.jpg.04b723610eefcf20ce0575ae83869cbd.jpg

  • LoadScene() has replaced the LoadMap() function, but it still loads your existing map files.
  • To create a PBR material, insert a line into the material file that says "lightingmodel=1". Blinn-Phong is the default lighting model.
  • The red and green channels on texture unit 2 represent metalness and roughness.
  • You generally don't need to assign shaders to your materials. The engine will automatically select one based on what textures you have.
  • Point and spot lights work. Directional lights do not.
  • Setting the world skybox only affects PBR reflections and Blinn-Phong ambient lighting. No sky will be visible.
  • Physics, scripting, particles, and terrain do not work.
  • Variance shadow maps are in use. There are currently some problems with lines appearing at cubemap seams and some flickering pixels. Objects should always cast a shadow or they won't appear correctly with VSMs.
  • I had to include glew.c in the project because the functions weren't being detected from the static lib. I'm not sure why.
  • The static libraries are huge. The release build is nearly one gigabyte. But when compiled, your executable is small.
#include "Leadwerks.h"

using namespace Leadwerks;

int main(int argc, const char *argv[])
{
	//Create a window
	auto window = CreateWindow("MyGame", 0, 0, 1280, 720);

	//Create a rendering context
	auto context = CreateContext(window);

	//Create the world
	auto world = CreateWorld();

	//This only affects reflections at this time
	world->SetSkybox("Models/Damaged Helmet/papermill.tex");

	shared_ptr<Camera> camera;

	auto scene = LoadScene(world, "Maps/turbotest.map");
	for (auto entity : scene->entities)
	{
		if (dynamic_pointer_cast<Camera>(entity))
		{
			camera = dynamic_pointer_cast<Camera>(entity);
		}
	}

	auto model = LoadModel(world, "Models/Damaged Helmet/DamagedHelmet.mdl");
	model->Move(0, 1, 0);
	model->SetShadowMode(LIGHT_DYNAMIC, true);

	//Create a camera if one was not found
	if (camera == nullptr)
	{
		camera = CreateCamera(world);
		camera->Move(0, 1, -3);
	}

	//Set background color
	camera->SetClearColor(0.15);

	//Enable camera free look and hide mouse
	camera->SetFreeLookMode(true);
	window->HideMouse();

	//Create a light
	auto light = CreateLight(world, LIGHT_POINT);
	light->SetShadowMode(LIGHT_DYNAMIC | LIGHT_STATIC | LIGHT_CACHED);
	light->SetPosition(0, 4, -4);
	light->SetRange(15);

	while (window->KeyHit(KEY_ESCAPE) == false and window->Closed() == false)
	{
		//Rotate model
		model->Turn(0, 0.5, 0);

		//Camera movement
		if (window->KeyDown(Key::A)) camera->Move(-0.1, 0, 0);
		if (window->KeyDown(Key::D)) camera->Move(0.1, 0, 0);
		if (window->KeyDown(Key::W)) camera->Move(0, 0, 0.1);
		if (window->KeyDown(Key::S)) camera->Move(0, 0, -0.1);

		//Update the world
		world->Update();

		//Render the world
		world->Render(context);
	}

	Shutdown();
	return 0;
}
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8 Comments


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Hi! Sorry for question, but can anyone explain me, what exactly Turbo Game Engine is? Is it LE 5.0 but rebranded, or that's the another engine fork?

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6 hours ago, adams-antology said:

Hi! Sorry for question, but can anyone explain me, what exactly Turbo Game Engine is? Is it LE 5.0 but rebranded, or that's the another engine fork?

It will be the next version of Leadwerks, with new name.

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Have you ever considered switching to a text map format on a flexible format like Json that allows for expansion, addition of fields, without breaking the loading of the map itself? The idea being we can add fields to entities and if said entity has a script those fields get added to the script? It could aid in external tooling. Just a thought.

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On 8/24/2018 at 1:48 PM, Rick said:

Have you ever considered switching to a text map format on a flexible format like Json that allows for expansion, addition of fields, without breaking the loading of the map itself? The idea being we can add fields to entities and if said entity has a script those fields get added to the script? It could aid in external tooling. Just a thought.

Also it is good for version control. Even better it allows people to develop tools that will allow for simultaneous  multi-user editing.

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4 minutes ago, gellert234 said:

Only need to buy the full version once?

I plan on paid updates every 12-18 months, but you can buy one version once and use forever.

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1 hour ago, gellert234 said:

Linux supported ?

Upon final release, yes.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 2
      I started to implement quads for tessellation, and at that point the shader system reached the point of being unmanageable. Rendering an object to a shadow map and to a color buffer are two different processes that require two different shaders. Turbo introduces an early Z-pass which can use another shader, and if variance shadow maps are not in use this can be a different shader from the shadow shader. Rendering with tessellation requires another set of shaders, with one different set for each primitive type (isolines, triangles, and quads). And then each one of these needs a masked and opaque option, if alpha discard is enabled.
      All in all, there are currently 48 different shaders a material could use based on what is currently being drawn. This is unmanageable.
      To handle this I am introducing the concept of a "shader family". This is a JSON file that lists all possible permutations of a shader. Instead of setting lots of different shaders in a material, you just set the shader family one:
      shaderFamily: "PBR.json" Or in code:
      material->SetShaderFamily(LoadShaderFamily("PBR.json")); The shader family file is a big JSON structure that contains all the different shader modules for each different rendering configuration: Here are the partial contents of my PBR.json file:
      { "turboShaderFamily" : { "OPAQUE": { "default": { "base": { "vertex": "Shaders/PBR.vert.spv", "fragment": "Shaders/PBR.frag.spv" }, "depthPass": { "vertex": "Shaders/Depthpass.vert.spv" }, "shadow": { "vertex": "Shaders/Shadow.vert.spv" } }, "isolines": { "base": { "vertex": "Shaders/PBR_Tess.vert.spv", "tessellationControl": "Shaders/Isolines.tesc.spv", "tessellationEvaluation": "Shaders/Isolines.tese.spv", "fragment": "Shaders/PBR_Tess.frag.spv" }, "shadow": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "Shaders/DepthPass_Isolines.tesc.spv", "tessellationEvaluation": "Shaders/DepthPass_Isolines.tese.spv" }, "depthPass": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "DepthPass_Isolines.tesc.spv", "tessellationEvaluation": "DepthPass_Isolines.tese.spv" } }, "triangles": { "base": { "vertex": "Shaders/PBR_Tess.vert.spv", "tessellationControl": "Shaders/Triangles.tesc.spv", "tessellationEvaluation": "Shaders/Triangles.tese.spv", "fragment": "Shaders/PBR_Tess.frag.spv" }, "shadow": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "Shaders/DepthPass_Triangles.tesc.spv", "tessellationEvaluation": "Shaders/DepthPass_Triangles.tese.spv" }, "depthPass": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "DepthPass_Triangles.tesc.spv", "tessellationEvaluation": "DepthPass_Triangles.tese.spv" } }, "quads": { "base": { "vertex": "Shaders/PBR_Tess.vert.spv", "tessellationControl": "Shaders/Quads.tesc.spv", "tessellationEvaluation": "Shaders/Quads.tese.spv", "fragment": "Shaders/PBR_Tess.frag.spv" }, "shadow": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "Shaders/DepthPass_Quads.tesc.spv", "tessellationEvaluation": "Shaders/DepthPass_Quads.tese.spv" }, "depthPass": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "DepthPass_Quads.tesc.spv", "tessellationEvaluation": "DepthPass_Quads.tese.spv" } } } } } A shader family file can indicate a root to inherit values from. The Blinn-Phong shader family pulls settings from the PBR file and just switches some of the fragment shader values.
      { "turboShaderFamily" : { "root": "PBR.json", "OPAQUE": { "default": { "base": { "fragment": "Shaders/Blinn-Phong.frag.spv" } }, "isolines": { "base": { "fragment": "Shaders/Blinn-Phong_Tess.frag.spv" } }, "triangles": { "base": { "fragment": "Shaders/Blinn-Phong_Tess.frag.spv" } }, "quads": { "base": { "fragment": "Shaders/Blinn-Phong_Tess.frag.spv" } } } } } If you want to implement a custom shader, this is more work because you have to define all your changes for each possible shader variation. But once that is done, you have a new shader that will work with all of these different settings, which in the end is easier. I considered making a more complex inheritance / cascading schema but I think eliminating ambiguity is the most important goal in this and that should override any concern about the verbosity of these files. After all, I only plan on providing a couple of these files and you aren't going to need any more unless you are doing a lot of custom shaders. And if you are, this is the best solution for you anyways.
      Consequently, the baseShader, depthShader, etc. values in the material file definition are going away. Leadwerks .mat files will always use the Blinn-Phong shader family, and there is no way to change this without creating a material file in the new JSON material format.
      The shader class is no longer derived from the Asset class because it doesn't correspond to a single file. Instead, it is just a dumb container. A ShaderModule class derived from the Asset class has been added, and this does correspond with a single .spv file. But you, the user, won't really need to deal with any of this.
      The result of this is that one material will work with tessellation enabled or disabled, quad, triangle, or line meshes, and animated meshes. I also added an optional parameter in the CreatePlane(), CreateBox(), and CreateQuadSphere() commands that will create these primitives out of quads instead of triangles. The main reason for supporting quad meshes is that the tessellation is cleaner when quads are used. (Note that Vulkan still displays quads in wireframe mode as if they are triangles. I think the renderer probably converts them to normal triangles after the tessellation stage.)


      I also was able to implement PN Quads, which is a quad version of the Bezier curve that PN Triangles add to tessellation.



      Basically all the complexity is being packed into the shader family file so that these decisions only have to be made once instead of thousands of times for each different material.
    • By Josh in Josh's Dev Blog 0
      I'm back from I/ITSEC. This conference is basically like the military's version of GDC. VR applications built with Leadwerks took up about half of Northrop Grumman's booth. There were many interesting discussions about new technology and I received a very warm reception. I feel very positive about our new technology going forward.

      I am currently reworking the text field widget script to work with our persistent 2D objects. This is long and boring but needs to be done. Not much else to say right now.
    • By Josh in Josh's Dev Blog 4
      Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:

      And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:

      The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality.
      function widget:Draw(x,y,width,height) local scale = self.gui:GetScale() self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) --Tabs local n local tabpos = 0 for n = 1, #self.items do local tw = self:TabWidth(n) * scale if n * 3 > #self.primitives - 2 then self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale) self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale) self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end if self:SelectedItem() == n then self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0) self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1) self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0) else self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2) if n == self.hovereditem then self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor else self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor end self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2) end self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text tabpos = tabpos + tw - 2 end end  
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