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About Josh

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  1. The stuff in there overall doesn't look good, and none of it is very active. Compare that to the games section, which looks fun and exciting.
  2. I'm approaching a point where I need to start creating game templates for the new engine. One of the templates will be an FPS demo unashamedly based on Doom and I am interested in using your artwork for the level design.
  3. I don't feel like it's being used and I removed the link in the menu, maybe temporarily. Content will remain forever though.
  4. 2D drawing is working in same world as 3D render, sprite order is working, need to implement Z-sorting across multiple instances of same mesh, test zoom on skyboxes, and re-check lighting.

  5. We're getting close to a time when I won't be able to use programmer art anymore. SketchFab has been very helpful.

  6. I suggest slowing down the jump / falling animation. It would look more natural if he didn't make such an extreme motion so quickly. Other than that, it looks really great.
  7. Josh

    Turbo Engine 2D Redux

    Something like that. Yeah, I think this account for 99% of use cases.
  8. For some reason this blog has three times as many views as most of my other articles.
  9. Previously, we saw how the new renderer can combine multiple cameras and even multiple worlds in a single render to combine 3D and 2D graphics. During the process of implementing Z-sorting for multiple layers of transparency, I found that Vulkan does in fact respect rasterization order. That is, objects are in fact drawn in the same order you provide draw calls to a command buffer. Furthermore, individual primitives (polygons) are also rendered in the order they are stored in the indice buffer: Now if you were making a 2D game with 1000 zombie sprites onscreen you would undoubtedly want to use 3D-in-2D rendering with an orthographic camera. Batching and depth discard would give you much faster performance when the number of objects goes up. However, the 2D aspect of most games is relatively simple, with only a dozen or so 2D sprites making up the user interface. Given that 2D graphics are not normally going to be much of a bottleneck, and that the biggest performance savings we have achieved was in making text a static object, I decided to rework the 2D rendering system into something that was a little simpler to use. Sprites are no longer a 3D entity, but are a new type of pure 2D object. They act in a similar way as entities with position, rotation, and scale commands, but they only use 2D coordinates: //Create a sprite auto sprite = CreateSprite(world,100,100); //Make blue sprite->SetColor(0,0,1); //Position in upper-left corner of screen sprite->SetPosition(10,10) Sprites have a handle you can set. By default this is in the upper-left corner of the sprite, but you can change it to recenter them. Sprites can also be rotated around the Z axis: //Center the handle sprite->SetHandle(0.5,0.5); //Rotation around center sprite->SetRotation(45); SVG vector images are great for 2D drawing and GUIs because they can scale for different display resolutions. We support these as well, with an optional scale value the image can be rasterized at. auto sprite = LoadSprite(world, "tiger.svg", 0, 2.0); Text is now just another type of sprite: auto text = CreateSprite(world, font, L"Hello, how are you today?\nI am fine.", 72, TEXT_LEFT); These sprites are all displayed within the same world as the 3D rendering, so unlike what I previously wrote about... You do not have to create extra cameras or worlds just to draw 2D graphics. (If you are doing something advanced then the multi-camera method I previously described is a good option, but you have to have very demanding needs for it to make a difference.) Regular old screen coordinates you are used to will be used (coordinate [0,0] is top-left). By default sprites will be drawn in the order they are created. However, I definitely see a need for additional control here and I am open to ideas. Should there be a sprite order value, a MoveToFront() method, or a system of different layers? I'm not sure yet. I'm also not sure how per-camera sprites will be controlled. At this time sprites are stored in a per-world list, but we will want some 2D elements to only appear on some cameras. I am not sure yet how this will be controlled. I am going to try to get an update out soon with these features so you can try them out yourself.
  10. I am working something out that is a little bit more conventional, but retains some of the properties discussed here. Stay tuned...
  11. Confirmed: https://www.khronos.org/registry/vulkan/specs/1.1/html/chap24.html#primrast-order
  12. During implementing of Z-sorting for transparency, I found that Vulkan might actually preserve the rasterization order in render passes, which gives me reason to rethink this. Cameras in Turbo Engine always calculate and send an orthographic matrix to the GPU so it might be better to render 2D primitives simply by switching their shader family to a set of shaders that uses the orthographic matrix instead. In any case, I certainly have learned a lot more about Vulkan in the last couple of days.
  13. The text is a model, so you can just modify the vertex colors: auto text = CreateText(foreground, font, L"Hello, how are you today?\nI am fine.", 72, TEXT_CENTER); for (int v = 0; v < text->lods[0]->meshes[0]->vertices.size() / 4; ++v) { int r = Random(0, 255); int g = Random(0, 255); int b = Random(0, 255); for (int n = 0; n < 4; ++n) { text->lods[0]->meshes[0]->vertices[v * 4 + n].color[0] = r; text->lods[0]->meshes[0]->vertices[v * 4 + n].color[1] = g; text->lods[0]->meshes[0]->vertices[v * 4 + n].color[2] = b; } } text->lods[0]->meshes[0]->Finalize();
  14. Here it is working. The text always draws on top of the scene with the blue rectangle under it.
  15. The image above is using a perspective projection btw. You can see the lines converge at a point in the distance.
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