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About Crazycarpet

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    Vulkan graphics API, C++, Multithreading, Lua, C#.

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  1. Visual studio 2019 rocks. Unbelievably fast; I got a significant (consistently between 12 and 16) FPS boost in one of my game engine projects simply by recompiling! I guess new C++ optimizations in the compiler really lived up to the hype. Has anyone else found this to be the case?

    Hope to see Turbo using it. ( I'm glad to see it's using Vulkan. :) )

    1. Show previous comments  5 more
    2. aiaf


      Josh builds Leadwerks with vs2017 at the moment , but you can use vs 2019 for your project, i don't remember toolset nr

    3. reepblue


      Then yeah, ofc you can use the new ide, but it sounds like you still need the 2017 build tools. Luckly now you can pick and choose what compilers during installation.

    4. aiaf


      You dont need 2017 installed, i just have 2019 for my game.

  2. I get what you're saying, but the two physics libraries are very similar in how you implement them, switching the system out would be a rather simple process. Plus I would assume Josh uses some kind of higher level wrapper for the physics APIs that is used in both Turbo and Leadwerks. Changing one would like be nearly as simple as a copy and paste to the other with some minor changes. (That is a guess, I don't know how Turbo's physics were done.) If Newton does the job I'd say leave it... but it seems like it's causing headaches which with all the robust, free physics APIs out there these days there is no reason to go with a under-featured and under-documented one.
  3. I've been using Bullet in a lot of projects lately, it's really come a long way in the last couple of years. Very fast, more than accurate enough, fully-featured (unlike Newton), and open source... The documentation is also decent, especially stacked up beside Newtons. If you are planning to switch I'd imagine Bullet would be a pretty quick and painless switch. PhysX is good too but honestly, I prefer Bullet it has more options. Performance wise it leaves Newton in the dust, the only downside is the rigid body simulations may not be quite as stable but I'm sure they're more than good enough for Leadwerks' needs. Multi-threading physics simulations with Bullet is also very easy and the source code comes with tons of examples.
  4. They're just not updating OpenGL drivers to support new revisions of OpenGL past a certain one... I don't remember if that is 4.2, 4.3, 4.5 or what. Still, I doubt many people will follow this trend and if they do at least you will still have Vulkan. Shame Apple is only planning to support Metal, MoltenVK looks cool though. (I hear they're planning to make design and build their own processors too... 🙄)
  5. Pretty sure Josh said he's not working on LE4's editor because it's not carrying over to LE5.
  6. The executable in your game, the exe file, is built from the C++ source code found in "My Documents/Leadwerks/Projects/<My Project>/Source/". As you know in C++ you have both header files, ".h", and cpp files, ".cpp". Header files are generally for declarations. (They are where you tell the compiler what functions, classes, methods you are defining, but generally do not assign them a body.) C++ files are where you either write "static", or local code to the cpp file.... and/or more commonly. To use these functions, classes, and methods that you declared in your header file in some C++ file you must first: (The static keyword has different implications when used in class declarations, a tutorial can explain this just don't be confused if you come across it.) #include "MyHeaderFile.h" Be careful when you're including header files in header files, as sometimes this is good practice (I'm not going to go into detail), often times it can lead to circular dependencies. Again, I'm not going to go into detail on this but look into forward declarations, and when they're allowed. Long story short, the next time you build your project in Visual Studio, or whatever IDE you're using, assuming you've actually used the code you've added somewhere and brought the file into source control the next time you build your program it will be compiled into the executable. Confused where to start? main.cpp contains the programs entry point, but Josh has projects setup so App.h/App.cpp provide you with a very straight forward entry point for your game. I would recommend looking into some C++ tutorials because at first writing it can be frustrating, but once you learn about all the tools the language provides it is one of the most powerful languages out there. Interested in communications between C++ and Lua? check out the Lua C api for tutorials on how to use the stack to communicate between languages, it can be confusing at first but I assure you it's quite simple. Shoot me a PM, or add me on Steam if you need a hand or some examples with this. I also made an interesting tool that can help you take advantage of ToLua++ to automatically expose your C++ classes, variables, and functions to Lua. Add me on Steam if you'd like help setting up this program. I'm sorry this post isn't very descriptive, I wanted to try to explain the process and the most common "gotchas" simply without getting into a potentially confusing discussion bout the language itself. Some debugging tips for those pesky linker errors. 1. Check for any declarations in header files that lack definitions. (Visual studio's intelli-sense will underline these declarations in green.) - A call to an undefined function will produce a linker error, though inteli-sense is usually good at telling you exactly what is wrong in this case. 2. Check for circular dependencies. 3. If you're using 3rd party libraries, check if you forgot to add the "lib" file to your project's "Linker--> Input" box in "Project Settings". Getting an error more-or-less explaining that a symbol is already defined in <>.obj? - Look into include guards!
  7. I'm too lazy to write the code, but you could do a pick downwards to see if there's 30ft of no collisions (or at least to confirm the actor isn't touching the ground), then set a variable in your character, 'falling', to true and store their current y position... In your UpdateWorld loop for this actor check if the player is 'falling', subtract the actors starting 'y' position from when they were marked as 'falling' from the current 'y' position and if that difference is 30 ft or over kill em. Edit: - You should code an IsOnGround() method for your actor, and use that to set 'falling' to false in the UpdateWorld loop if they are marked as 'faliling' but IsOnGround() is true.
  8. This is really impressive Josh, can't wait for the release. However still I feel like the instanced rendering is carrying here I'd love to see how much faster LE5 handles animated meshes than LE4. Perhaps a demo of this in the future? Also, I thought you said LE4 has frustum culling when I was complaining about GPU occlusion culling?
  9. The reason you'd want to multithread the command process is for situations where big, new, powerful GPUs are bored because the CPU's one thread can't send it commands fast enough to utilize it to the fullest extent. That's not a fair analogy so long as your GPU can handle it, why would you not want to throw more work at it? Modern GPUs (10 series, etc) can certainly handle it. A great GPU can handle anything a single core on your CPU can throw at it with ease, so you want to throw more at it. This is the most common bottleneck in games these days with how powerful GPUs are getting. The better your GPU, the better these optimizations will help, it's more planning for the future because as time goes on you'll see more and more improvements from this type of multi-threading, that's why DX12 and Vulkan moved towards it. Anyways like I said, it isn't usually necessary but it would be optimum, just food for thought so you consider this design if you move towards a Vulkan renderer. It'd be a shame to use Vulkan and just move all the rendering to a thread, instead of using all available threads for command buffer generation.
  10. Again, Doom doesn't do multi-threading... Why would it be faster than it's OpenGL renderer? They've had years to optimize OpenGL drivers, of course it'll be at least as fast in a single-threaded environment. It's not magic, it's physics at that point.... Vulkan can use multiple threads to generate command buffers, more at a time; OpenGL can only do 1 at a time. It would indisputably be faster that's just the reality of it. As time goes on and GPUs get more powerful a renderer in Vulkan that generates cmd buffers on multiple threads would be even faster because not only are you sending more work to the GPU due to the threaded command buffer generation, but the GPU would also be able to handle any work you throw at it. With high end cards today you will see big performance gains, where you wouldn't is with integrated cards... but that shouldn't be a priority. Furthermore in Vulkan you can physically send draw calls from multiple threads and they are not send to the main thread by the driver, this is one highlight of Vulkan that only DirectX 12 has. Metal is planning this too, I have not read whether or not this is already the case in Metal, of if it's just a future plan.
  11. Doom doesn't use a multi-threaded renderer. Of course Vulkan isn't going to magically make things faster on it's own, it gives you the ability to do it... On OpenGL you don't directly write to command buffers so you can't split the work up between threads. Vulkan in itself does not do anything multi-threading, this is something you have to implement. Vulkan just gives you the tools to design fast multi-threaded designs that were not possible prior to. I'm not saying this is necessary, your design will be great because the game loop does not have to wait for the renderer. I'm just saying with Vulkan you could get maximum performance, you could still keep the rendering separate of the game loop too then you would end up with both faster and independent rendering. Just spit-balling ideas because it sounds like you're trying to make LE as fast as possible, and this new API allows you to do what only DX12 could do without worrying about being locked to windows-only. This optimization would indisputably make LE's renderer way faster, which is perfect for VR. The only question is whether or not it is necessary, is LE fast enough without it in the situations it's designed for? No sense in writing a big complex renderer if the engine is fast enough as is. Edit: Also keep in mind that Nvidia's OpenGL drivers are extremely fast and complex, AMDs are not. On AMD cards Vulkan does "magically" make things faster just by implementing it because their driver team went above-and-beyond on their Vulkan drivers.
  12. The benefit to the multi-threaded APIs is that every thread has it's own command pool, and each thread can write to a command buffer so you can use any available threads to write to the command buffers. They are in the end submitted together, yes, but getting to the point where all command buffers are good-to-go is way faster. That's why they designed them this way. In the end, less time is spent waiting for 1 CPU thread to write all the command buffers. Nvidia has a great document about this: https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/munich/mschott_vulkan_multi_threading.pdf
  13. Very cool, but this is still more rendering separately on a thread than multi-threaded rendering. No matter how you cut it in GL the heavy work can't be spread across multiple threads so your GPU is always bored waiting for the under-used CPU to send it work, although in GL this is as good as it's going to get which is good enough. Still like your MoltenVK idea the best. Either way it is neat to be able to control the frame rate of physics and game logic separately of rendering.
  14. Can't wait to see what the future holds for Leadwerks. You will be able to make way better use of the CPU's threads with Vulkan so that'll be fun (if it happens). Don't forget to always use RenderDoc when you're changing up the renderer. Best tool ever made, I swear... although I'm sure you've used it already
  15. Nice, I guess it makes sense they both return a function, I did not ever think that they would work together. Good to know. If std::bind is returning a std::function<void()>, it is likely you don't need to wrap the lambda in a call to std::bind() either. Keep in mind std::bind is for class members, not lambdas.
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