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Turbo Game Engine (Leadwerks 5) beta updated

Josh

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An update for the beta of the new engine is now available with the following changes:

  • GLTF loader is now working for most models. A large collection of GLTF files are available online for free from many sources, and they can be loaded right into the engine without any adjustment for materials or textures. Single-file GLB files also work.
  • Added support for GLTF extension KHR_materials_pbrSpecularGlossiness.
  • Disabled PNG loader gamma correction.
  • world->SetSkybox(texture) can now be used to make PBR reflections appear. (The sky will not yet be visible though.) I'm going to try to use a voxel GI system for further reflections, and not use environment probes at all.
  • Window::GetWidth(), Window::GetHeight(), Context::GetWidth(), and Context::GetHeight() are removed. Use GetSize() instead. It will return an iVec2 object with x and y components.
  • JSON material files are changed slightly. in order to accommodate additional per-texture settings. None of these work yet, but you can see where it is going:
    "albedoMap":
    {
    	"file": "./Rough-rockface1_Base_Color.jpg",
    	"filter": "linear",
    	"tilingU": "repeat",
    	"tilingV": "repeat"
    },

    So before if you had this:

    "albedoMap": "./Rough-rockface1_Base_Color.jpg"

    Just change it to this:

    "albedoMap": {"file": "./Rough-rockface1_Base_Color.jpg"}

    And then it will work.

The screenshot below is a GLTF loaded and rendered with Vulkan. Note that this model uses baked lighting that is already included in the model. But the fact I can download these things and have them appear correctly with no adjustments is great.

Untitled.jpg.6fcc48bc63406dc40e9b3afb3013f234.thumb.jpg.7420933d1278ca31fc721cb9b9e24e70.jpg

You can get access to the beta and private forum right now for just $5.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 0
      Textures in Leadwerks don't actually store any pixel data in system memory. Instead the data is sent straight from the hard drive to the GPU and dumped from memory, because there is no reason to have all that data sitting around in RAM. However, I needed to implement texture saving for our terrain system so I implemented a simple "Pixmap" class for handling image data:
      class Pixmap : public SharedObject { VkFormat m_format; iVec2 m_size; shared_ptr<Buffer> m_pixels; int bpp; public: Pixmap(); const VkFormat& format; const iVec2& size; const shared_ptr<Buffer>& pixels; virtual shared_ptr<Pixmap> Copy(); virtual shared_ptr<Pixmap> Convert(const VkFormat format); virtual bool Save(const std::string& filename, const SaveFlags flags = SAVE_DEFAULT); virtual bool Save(shared_ptr<Stream>, const std::string& mimetype = "image/vnd-ms.dds", const SaveFlags flags = SAVE_DEFAULT); friend shared_ptr<Pixmap> CreatePixmap(const int, const int, const VkFormat, shared_ptr<Buffer> data); friend shared_ptr<Pixmap> LoadPixmap(const std::wstring&, const LoadFlags); }; shared_ptr<Pixmap> CreatePixmap(const int width, const int height, const VkFormat format = VK_FORMAT_R8G8B8A8_UNORM, shared_ptr<Buffer> data = nullptr); shared_ptr<Pixmap> LoadPixmap(const std::wstring& path, const LoadFlags flags = LOAD_DEFAULT); You can convert a pixmap from one format to another in order to compress raw RGBA pixels into BCn compressed data. The supported conversion formats are very limited and are only being implemented as they are needed. Pixmaps can be saved as DDS files, and the same rules apply. Support for the most common formats is being added.
      As a result, the terrain system can now save out all processed images as DDS files. The modern DDS format supports a lot of pixel formats, so even heightmaps can be saved. All of these files can be easily viewed in Visual Studio itself. It's by far the most reliable DDS viewer, as even the built-in Windows preview function is missing support for DX10 formats. Unfortunately there's really no modern DDS viewer application like the old Windows Texture Viewer.

      Storing terrain data in an easy-to-open standard texture format will make development easier for you. I intend to eliminate all "black box" file formats so all your game data is always easily viewable in a variety of tools, right up until the final publish step.
    • By Josh in Josh's Dev Blog 1
      I wanted to see if any of the terrain data can be compressed down, mostly to reduce GPU memory usage. I implemented some fast texture compression algorithms for BC1, BC3, BC4, BC5, and BC7 compression. BC6 and BC7 are not terribly useful in this situation because they involve a complex lookup table, so data from different textures can't be mixed and matched. I found two areas where texture compression could be used, in alpha layers and normal maps. I implemented BC3 compression for terrain alpha and could not see any artifacts. The compression is very fast, always less than one second even with the biggest textures I would care to use (4096 x 4096).
      For normals, BC1 (DXT1 and BC3 (DXT5) produce artifacts: (I accidentally left tessellation turned on high in these shots, which is why the framerate is low):

      BC5 gives a better appearance on this bumpy area and closely matches the original uncompressed normals. BC5 takes 1 byte per pixel, one quarter the size of uncomompressed RGBA. However, it only supports two channels, so we need one texture for normals and another for tangents, leaving us with a total 50% reduced size.

      Here are the results:
      2048 x 2048 Uncompressed Terrain:
      Heightmap = 2048 * 2048 * 2 = 8388608 Normal / tangents map = 16777216 Secret sauce = 67108864 Secret sauce 2 = 16777216 Total = 104 MB 2048 x 2048 Compressed Terrain:
      Heightmap = 2048 * 2048 * 2 = 8388608 Normal map = 4194304 Tangents = 4194304 Secret sauce = 16777216 Secret sauce 2 = 16777216 Total = 48 MB Additionally, for editable terrain an extra 32 MB of data needs to be stored, but this can be dumped once the terrain is made static. There are other things you can do to reduce the file size but it would not change the memory usage, and processing time is very high for "super-compression" techniques. I investigated this thoroughly and found the best compression methods for this situation that are pretty much instantaneous with no noticeable loss of quality, so I am satisfied.
    • By jen in jen's Blog 0
      My small project will be called Foregate, it will be a dark medieval Diablo style single player action RPG.
      The graphics will be simple, no PBR, 256x256 map, reasonably low-res models.
      Camera style? Top-down-ish I think? Like in Diablo exactly - and because the camera is not directly in-front of the 3 models, I can get away with low-resolution assets - bonus. Also, with top-down view, I won't have to worry about high resolution sky-boxes. 
      What's my plan for this project?
      I plan to make this project as small and as simple as possible, possibly release it as open-source, and have fun with it of course.
      My previous experience with game development (1-2 years ago?) was amateurish I think, still is now. I want to give it a go again, this time with experience although my skill in C++ is not really that good? Maybe I can improve it in this project.
      More about the game
      The content is not set in stone yet but I have a general idea of how the mechanics is going to look and feel - Diablo-ish obviously. It'll have monsters (ancient & mythical probably), loot when killing a monster, gold as in-game currency, visual grid inventory, player stats (level, strength, agility, vitality, energy, &c.). 
      The game will be single-player. Possibly a coop multiplayer also? I don't have any interest in making massive multi-player. 
      I started my development yesterday with the basic preparations (setting up project environment, &c.), today I made my first step in developing the core components; worker class, game state, task class.
      I have a game state that keeps a single source of truth for the entire application; all game data will be stored in this class as "states". 
      I also have a "Worker" which will do the processing of tasks in the game.
      I also have "object" class, this can be a monster, the player, a weapon, a prop, or an NPC.
      So the idea is to have a CQRS type of interaction between the classes and the data. Any action in the game will be interpreted as "Task" for the Worker class. The worker class iterates through the Task. Tasks can be created by any class interfaced with the Worker class trough "addNewTask" and the new tasks can be of a certain type i.e.: ATTACK, IDLE, SAVE_GAME, EXIT_GAME, the new task will also have a payload data and it's processed according to its task type e.g. an ATTACK with payload "{ Damage: 10, Target: MonsterA }" will reduce the health of MonsterA by 10 - the worker class will change the game state; find MonsterA in MonsterState and reduce its health by 10. 
      I think it's advantageous to have this type of centralized module where all actions are processed; I can do all sorts of procedures during the processes, maybe debug data, filter actions, mutate payloads, and such.
      How much time am I going to put into this?
      A couple of hours a day for 3 days a week maybe.
      So it's all a rough sketch for now and it's heading the right direction. I'll have more to report later on. 

      This is Forgate Castle, minus the castle, in the map Forgate; the starting location for the player. The fortification will have merchants, and quest givers.
       
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