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Question

A Town Hall for Making Stuff with Your GPU

(Level: Casual to Advanced)

 

 

NOTE: I am adding a lot of information day to day and I'm now perhaps 50% complete. But please don't let the size of it make you hesitate from jumping in and adding a comment to just say hello, make a joke, mention which parts look interesting, describe your experience with any of the items listed, rant about the state of gaming etc. Also, I'm looking for criticism on the format and content of this information with a view to improving it. Is anything missing? Is anything hard to understand? Please ask questions or comment on anything you find interesting.

 

--------------------

 

 

I was curious about Stardock's decision to enter a rather crowded and possibly small market of casual game making and what sort of journey to larger game engines that road might encourage.

 

https://www.neowin.net/news/stardock-announces-the-video-game-machine-the-game-that-makes-games

 

So I will add to a list of game making tools and engines that range from ultra beginner to jaded expert with a small to medium emphasis on OSS tools only because the "magic" going on "behind the scenes" can have the emerald curtain torn away to be revealed with OSS.

 

There even seems to be a "book end" pattern to the "secrecy" curtain with both ultra-beginner tools and the AAA tools that create the latest jaw dropping games being closed source.

 

All comments and questions are welcome - here we could have a Town Hall for doing stuff with your GPU!

 

Be Human ===> Make Something, that's what Humans are designed to do!

 

 

 

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Thoughts and Notes

(Level: Casual to Alien)

 

In order to keep the main topic as clear as possible, I will put misc thoughts and notes here.

 

Please litter this entire thread with thousands of crazy comments and ideas.

 

List game ideas you have dreamed up or games you wish somebody would make or games people made but they ***ed it up badly...

 

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THE LIST OF GAME MAKING THINGS

(Level: Casual to Advanced)

 

Tools and resources from beginner to expert, listed in order of complicated expert and ending with Stardock Video Game Engine and Super Mario Maker 2 for completely non-technical users.

 

What makes this list different: There are a zillion game engines both OSS and Commercial, and even the interesting ones are far too numerous to list here. The emphasis, originally inspired by the Stardock Video Game Engine article, is to list a range of "gaming enablers" not just raw engines. So most of the entries in the list have some sort of environment/editor/tools packaged in a manner to engage and encourage you to give them a try! So in attempting to make "a list of encouraging things" one situation I'm trying to avoid is the writer's block tabula rasa effect of installing a game maker environment and then staring at a blinking cursor in some fancy text editing IDE. And that cursor, it just stares back at you...

 

Hopefully growing reference list, hopefully you find a gem or two here:

 

 

OSS AAA

 

CRYENGINE

 

Amazon Lumberyard

Lumberyard is a modified CRYENGINE packaged with a whole bunch of other stuff to get up and running, including Twitch integration. Although OSS, the license requires that you EXCLUSIVELY use Amazons AWS cloud services.

 

 

 

Semi-OSS, Semi-AA or AAA

 

Unity 3D

 

Unreal

Although "sort-of OSS", Epic requires that you signup for free in order to access both the tools and the source.

 

 

OSS from the Internet Movers and Shakers

(NOTE: this section is here to track any influence by the super large Internet companies, but NONE of these entries fit the casual download, then drag n drop pattern)

 

Amazon Lumberyard (See above entry)

 

Google Filament

 

Google Motive

 

Alibaba Hilo

 

Alibaba G3D

 

 

OSS - Outside the Context

 

A few listings of important efforts that don't meet the criteria of "download and immediately enter the game creation system" of the other game making systems that are the focus of this documentation effort, but are worth noting in this main listing to be complete. The entries here have a certain "weight" and are well known.

 

 

MonoGame


bgfx

 

 

OSS - Blender as a Thingie

 

Blender OSS 3D Modeling

 

Blender as a Front-end to Game Making

 

https://github.com/alabd14313/awesome-BGE

 

Armory 3D

 

 

UPBGE

 

 

OSS - Specific Domains

 

glPortal

https://github.com/GlPortal/glPortal

 

 

OSS - Vulkan

 

Banshee

 

Wonderland Project

 

 

OSS - Obscure But Interesting

 

g3n

 

Lumix

 

Wicked Engine

 

The Forge

  • The Forge Cross-Platform Rendering Framework PC, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4
  • SWB is an editor for the 2003 game 'Star Wars Galaxies' that can edit terrains, scenes, particles and import/export models via FBX. The editor uses an engine called 'atlas' that will be made open source in the future. It focuses on making efficient use of the new graphics APIs (with help from The-Forge!), ease-of-use and terrain rendering
  • https://github.com/ConfettiFX/The-Forge

 

Crown

  • Crown is a general purpose data-driven game engine, written from scratch in orthodox C++ with a minimalistic and data-oriented design philosophy in mind.
  • It is loosely inspired by Bitsquid (now Stingray) engine and its design principles; the current Lua API is similar to that of Bitsquid but this engine is not meant to be its clone nor to be API compatible with it.
  • http://dbartolini.github.io/crown/html/latest/
  • https://github.com/dbartolini/crown

 

two

  • two is an all-purpose c++ app prototyping library, focused towards live graphical apps and games.
  • two contains all the essential building blocks to develop lean c++ apps from scratch, providing reflection and low level generic algorithms, an immediate ui paradigm, and an immediate minimalistic and flexible graphics renderer.
  • TRY IT (live on web): https://hugoam.github.io/two/editor/editor.html
  • https://github.com/hugoam/two
  • tgfx is a full-feature mid-level rendering library built on top of bgfx. it is part of the encompassing two library
  • https://github.com/hugoam/twfx
  • twui is a fully auto-layout, stylable, declarative/immediate mode UI, with a large set of widgets, docking, tabs, nodes, text editors, inputs, curves etc. it is part of the encompassing two library
  • https://github.com/hugoam/twui

 

Innocence Engine

  • Cross-platform modern game engine. Entity–component–system architecture, Task-based concurrency model, Object memory pool model, Tiled deferred rendering pipeline, Physically based shading, Scene graph
  • https://github.com/zhangdoa/InnocenceEngine

 

Blueshift Game Engine

 

Thunder Engine

 

 

 

 

Commercial - Obscure But Interesting

 

NeoAxis Engine

 

Esenthel (Semi-OSS)

 

 

 

OSS - The Middle

 

The Goldilocks "Just Right" middle of capable game making systems that strike a balance between easy to use and the complexity of larger sysems like Unity 3D and Unreal

 

Godot

 

Xenko

 

Urho3D

 

rbfx

 

 

 

 

OSS - The Webby Ones

(Webtastically Webolistic With WebGL)

 

  • WebGL runs inside a Browser (Yuck!) and uses JavaScript (double-Yuck!) and is about 1/2 the speed of a Native Windows Game.
  • Advantages are usually fast startup, familiarity for "Web Heads" and the ability to join the game of "JavaScript Lib Of The Month" which makes for great Internet debates and keeps Googles plan alive to eliminate native code everywhere in their semi-secret war with Microsoft and everyone else...

 

Phaser

 

Babylon.js

 

Wonder

 

WebGLStudio.js

 

nunuStudio

 

Fungi

 

 

Commercial - The Webby Ones

(Webtastically Webolistic With WebGL)

 

 

Egret

 

CopperCube (FREE with paid upgrades)

 

OSS - 2D

 

 

Duality

 

Solarus

 

Oxygine

 

GDevelop

 

 

Adventure Game Studio

 

Commercial - 2D

 

Defold

 

 

 

Casual

 

The Casual category covers the concept of some sort of visual system such as VPL to drag and drop or otherwise select components to assemble a game without the need for a programming language or a script

 

 

Casual - Story Telling systems

 

Fiction stories if they have multiple paths and outcomes can be a type of game and there are some interesting systems to help create Interactive Fiction or Story Telling Games...

 

Twine

 

 

Ren'Py

  • Ren'Py is a visual novel engine – used by thousands of creators from around the world – that helps you use words, images, and sounds to tell interactive stories that run on computers and mobile devices. These can be both visual novels and life simulation games. The easy to learn script language allows anyone to efficiently write large visual novels, while its Python scripting is enough for complex simulation games. Ren'Py is open source and free for commercial use.
  • https://www.renpy.org
  • https://github.com/renpy/renpy

 

OSS - Casual

 

 

 

Superpowers

 

 

 

 

Commercial - Casual

 

Super Mario Maker 2

 

Stardock Video Game Machine

 

 

Construct2 / Construct3

 

Stencyl

 

PlayCanvas

 

 

 

Educational

 

The educational category refers to an orientation toward K-12 and a school environment. It is not clear that anything invented in the last 30 years is any better than a Commodore PET home computer...

 

OSS - Educational

 

Google Blockly

 

 

Commercial - Educational

 

GameSalad

https://gamesalad.com

 

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GitHub Awesome Lists

(Level: Casual to Advanced, but most links end up at advanced tools)

 

Ye old standard bunch of GitHub Awesome Lists and some others:

 

 

 

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Assets

(Level: Anything post-casual, most casual systems include basic game assets)

 

Objects, materials and techniques for creating the stuff that inhabits games.

 

 

 

Objects

 

collect shared data and algorithms around 3D Morphable Models. - https://github.com/3d-morphable-models/curated-list-of-awesome-3D-Morphable-Model-software-and-data

 

A curated list of famous 3d meshes - https://github.com/jvm-graphics-labs/awesome-3d-meshes

 

 

Materials

 

- TBD

 

Thingies

 

Clouds [Walt Disney Animation Studios]

https://www.technology.disneyanimation.com/clouds - A large and highly detailed volumetric cloud data set, intended to be used for various purposes, including movie and game production as well as research. The entire data set is available in the "cloud" package

 

Moana Island Scene [Walt Disney Animation Studios]

https://www.technology.disneyanimation.com/islandscene - This data set contains everything necessary to render a version of the Motunui island featured in the 2016 film Moana. The scene is chosen to represent some of the challenges we currently encounter in a typical production environment. Most notably it includes large amounts of geometry created through instancing as well as complex volumetric light transport. The entire data set is broken into three packages : 

 

 

 

3D Reconstruction from Photos

 

A curated list of papers & resources linked to 3D reconstruction from images. - https://github.com/openMVG/awesome_3DReconstruction_list

 

A curated list of awesome Single-view 3D Object Reconstruction papers & resources - https://github.com/wkqscut/3D-Object-Reconstrution

 

 

Procedural Generation of Assets

 

- TBD

 

 

AUDIO

 

- TDB

 

Procedural Audio

 

- TDB

 

Misc

 

A curated list of awesome 3D printing resources - https://github.com/ad-si/awesome-3d-printing

 

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ADVANCED TOPICS

(Level: Advanced)

 

SHADERS

 

Starting out as special effects, shader now refers to any code that runs directly on the GPU

 

https://notes.underscorediscovery.com/shaders-a-primer/

http://pixelshaders.com

https://www.reddit.com/r/shaders/

 

SHADERS - HLSL (DirectX, DX12, WebGPU)

 

 

DirectX Shader Compiler

  • https://github.com/Microsoft/DirectXShaderCompiler
  • The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into DirectX Intermediate Language (DXIL) representation. Applications that make use of DirectX for graphics, games, and computation can use it to generate shader programs.
  • The starting point of the project is a fork of the LLVM and Clang projects, modified to accept HLSL and emit a validated container that can be consumed by GPU drivers.  dxc.exe, a command-line tool that can compile HLSL programs for shader model 6.0 or higher. dxcompiler.dll, a DLL providing a componentized compiler, assembler, disassembler, and validator
  • As an example of community contribution, this project can also target the SPIR-V intermediate representation. Please see the doc for how HLSL features are mapped to SPIR-V, and the wiki page for how to build, use, and contribute to the SPIR-V CodeGen.

 

 

 

https://github.com/GPUOpen-LibrariesAndSDKs/Barycentrics12

https://github.com/GameTechDev/FlipModelD3D12

https://github.com/procfxgen/MGShaderEditor

 

SHADERS - GLSL (WebGL, OpenGL)

 

 

 

https://www.awwwards.com/the-rise-of-shaders-filters-and-effects-in-web-projects.html

https://thebookofshaders.com

https://github.com/glslify/glslify

http://webglplayground.net/gallery

http://samsy.ninja/xp/ribbons/shaders/fragment-shaders/

https://mnmxmx.github.io/rough-drawing-effect/dst/

https://mnmxmx.github.io/shadowmap-fog-demo/dst/

https://mnmxmx.github.io/halftone-effect/dst/

https://www.geeks3d.com/shader-library/

https://www.vertexshaderart.com

http://cargocollective.com/Noctuelles/Shader-Gallery

https://johan-nordberg.com/glslwasmgif/

https://github.com/radixzz/awesome-glsl

https://www.reddit.com/r/twotriangles/
 

 

SHADERS - SPIR-V (Vulkan)

 

https://github.com/google/clspv

 

DirectX Shader Compiler

  • https://github.com/Microsoft/DirectXShaderCompiler
  • The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into DirectX Intermediate Language (DXIL) representation. Applications that make use of DirectX for graphics, games, and computation can use it to generate shader programs.
  • The starting point of the project is a fork of the LLVM and Clang projects, modified to accept HLSL and emit a validated container that can be consumed by GPU drivers.  dxc.exe, a command-line tool that can compile HLSL programs for shader model 6.0 or higher. dxcompiler.dll, a DLL providing a componentized compiler, assembler, disassembler, and validator
  • As an example of community contribution, this project can also target the SPIR-V intermediate representation. Please see the doc for how HLSL features are mapped to SPIR-V, and the wiki page for how to build, use, and contribute to the SPIR-V CodeGen.

 

 

SHADERS - Other Shading Languages

 

Open Shading Language [Sony Pictures Imageworks]

 

SHADERS - Editors

 

https://www.shadertoy.com

http://editor.thebookofshaders.com

http://glslb.in

http://glslsandbox.com

https://shaderfrog.com

http://shdr.bkcore.com

https://anuraghazra.github.io/ShaderExpo/

https://www.opengl.org/sdk/tools/ShaderDesigner/

http://synthclipse.sourceforge.net/index.html

https://github.com/3Dickulus/FragM

https://cyos.babylonjs.com

https://shawnlawson.github.io/The_Force/

http://www.kickjs.org/tool/shader_editor/shader_editor.html

 

Misc Tools

 

BRDF Explorer  [Walt Disney Animation Studios]

 

Ptex  [Walt Disney Animation Studios]

 

SeExpr  [Walt Disney Animation Studios]

  • SeExpr is an embeddable, arithmetic expression language that enables flexible artistic control and customization in creating computer graphics images. Example uses include procedural geometry synthesis, image synthesis, simulation control, crowd animation, and geometry deformation.
  • http://wdas.github.io/SeExpr/
  • https://github.com/wdas/SeExpr/

 

cmftStudio - GUI counterpart of cmft - cross-platform open-source cubemap filtering tool.

 

IBLBaker

  • The main reason that it is here is to provide a concise example of all the parts required to realtime evaluate light probes for physically based rendering.
  • At the very least it can be used for baking diffuse irradiance and specular pre-convolved environment cubemaps evaluated over roughness over mips computed using a user specified brdf.
  • https://github.com/derkreature/IBLBaker
  • https://github.com/derkreature/critter

 

 

Low Level Tools

 

Open Asset Import Library

 

Partio [Walt Disney Animation Studios]

 

 

Industry Standards - WebGL

 

https://www.khronos.org/webgl/wiki/

https://github.com/KhronosGroup/WebGL

https://caniuse.com/#feat=webgl2   Does your browser support WebGL 2.0 ??

http://www.realtimerendering.com/blog/webgl-2-new-features/

https://github.com/WebGLSamples/WebGL2Samples

https://github.com/greggman/webgl2-fundamentals

https://tsherif.github.io/picogl.js/

https://github.com/tsherif/picogl.js

http://webglplayground.net/gallery

https://github.com/mdn/webgl-examples

http://xeogl.org (used in Digital Human - https://www.biodigital.com)

https://github.com/xeolabs/xeogl

https://twgljs.org - "If you want to do stuff low-level with WebGL consider using TWGL"

https://github.com/greggman/twgl.js

https://www.babylonjs.com - Babylon.js 4.0 is here and marks a major step forward in one of the world's leading WebGL-based graphics engines

https://github.com/BabylonJS/Babylon.js

https://www.pixijs.com - digital content with the fastest, most flexible 2D WebGL renderer

https://github.com/pixijs/pixi.js

https://developers.google.com/web/updates/2018/06/ar-for-the-web

https://github.com/google-ar/three.ar.js - A helper three.js library for building AR web experiences that run in WebARonARKit and WebARonARCore

http://stack.gl - stackgl is an open software ecosystem for WebGL, built on top of browserify and npm

https://github.com/stackgl

http://stack.gl/packages/

https://blotter.js.org

https://github.com/bradley/blotter

https://grimoire.gl - WebGL in everyday web design

https://www.martin-laxenaire.fr/libs/curtainsjs/ - WebGL in everyday web design

https://github.com/martinlaxenaire/curtainsjs - lightweight vanilla WebGL javascript library that turns HTML elements into interactive textured planes

https://www.martin-laxenaire.fr/libs/curtainsjs/examples/simple-plane/index.html

https://github.com/vaneenige/phenomenon

https://github.com/emadurandal/GLBoost

https://tsherif.github.io/picogl.js/

https://github.com/tsherif/picogl.js

https://github.com/pissang/claygl

https://cesiumjs.org

https://deck.gl/#/ [Uber]

https://luma.gl/#/ [Uber]

https://github.com/hiloteam/Hilo3d [Alibaba]

http://osgjs.org Open Scene Graph for WebGL

https://github.com/cedricpinson/osgjs/

https://github.com/sjfricke/awesome-webgl

https://github.com/kovacsv/JSModeler

https://github.com/portsmouth/fibre

https://github.com/xeolabs/xeogl

https://github.com/vasturiano/3d-force-graph

https://github.com/unconed/mathbox

https://github.com/jeyoder/ThingsInSpace

https://github.com/webglearth/webglearth2

https://github.com/patriciogonzalezvivo/glslCanvas

https://github.com/MicrosoftEdge/WebGL

https://github.com/arscan/encom-globe

https://github.com/edankwan/The-Spirit

https://github.com/collections/javascript-game-engines

https://github.com/mpetroff/pannellum

https://github.com/PavelDoGreat/WebGL-Fluid-Simulation

https://github.com/Netflix/vizceral

https://github.com/jeeliz/jeelizFaceFilter

https://github.com/gre/gl-react

https://github.com/uber/luma.gl

https://github.com/tangrams/tangram

https://github.com/potree/potree

https://github.com/maartenbreddels/ipyvolume

https://github.com/spite/THREE.MeshLine

https://github.com/stephomi/sculptgl

https://github.com/hujiulong/vue-3d-model

https://github.com/patriciogonzalezvivo/glslEditor

https://github.com/anvaka/fieldplay

 

 

Industry Standards - DX12

 

D3d12info

Simple console tool to get all the information from DXGI and Direct3D 12 (D3D12) on current system

https://github.com/sawickiap/D3d12info

 

DirectX Shader Compiler

  • https://github.com/Microsoft/DirectXShaderCompiler
  • The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into DirectX Intermediate Language (DXIL) representation. Applications that make use of DirectX for graphics, games, and computation can use it to generate shader programs.
  • The starting point of the project is a fork of the LLVM and Clang projects, modified to accept HLSL and emit a validated container that can be consumed by GPU drivers.  dxc.exe, a command-line tool that can compile HLSL programs for shader model 6.0 or higher. dxcompiler.dll, a DLL providing a componentized compiler, assembler, disassembler, and validator
  • As an example of community contribution, this project can also target the SPIR-V intermediate representation. Please see the doc for how HLSL features are mapped to SPIR-V, and the wiki page for how to build, use, and contribute to the SPIR-V CodeGen.

 

DirectXTex

texture processing library 

https://github.com/microsoft/DirectXTex

https://walbourn.github.io/directxtex/

 

DirectXTK12

The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++

https://github.com/microsoft/DirectXTK12

https://walbourn.github.io/directx-tool-kit-for-directx-12/

 

DirectXMesh

geometry processing library 

https://github.com/microsoft/DirectXMesh

https://walbourn.github.io/directxmesh/

 

DirectX 12 tutorial (SharpDX-C#)

Examples and demos for DirectX 12

https://github.com/IZNITE/DirectX-12-Tutorials

 

 

 

Industry Standards - Vulkan

 

Vulkan tutorial (VulkanCore-C#)

Examples and demos for Vulkan

https://github.com/IZNITE/Vulkan-Tutorials

 

 

Industry Standards - OpenGL

 

https://chromium.googlesource.com/angle/angle/+/master/README.md

https://github.com/google/angle

 

Industry Standards - Scene Graph

 

OpenSceneGraph

 

VulkanSceneGraph/VkSceneGraph (VSG)

 

Universal Scene Description (USD)  [Pixar]

 

 

Industry Standards - Other

 

 

OpenSubdiv [Pixar]

 

OpenTimelineIO [Pixar]

 

 

OpenVDB [Dreamworks]

 

OpenEXR [Industrial Light & Magic]

 

OpenColorIO [Sony Pictures Imageworks]

 

Alembic  [Sony Pictures Imageworks] [Lucasfilm]

 

 

Other

 

other...

 

Here Be Dragons

 

A basic test scene for multiple graphics rendering methods, frameworks and APIs.
A dragon, a rotating monkey, the ground, a skybox, directional lighting and shadows.

 

https://github.com/kosua20/herebedragons

http://simonrodriguez.fr/dragon/

"This repository contains multiple implementations of the same 3D scene, using different APIs and frameworks on various platforms. The goal is to provide a comparison between multiple rendering methods. This is inherently biased due to the variety of algorithms used and available CPU/GPU configurations, but can hopefully still provide interesting insights on 3D rendering"

 

here-be-dragons-2.thumb.png.33fd776d4b92695242d5bf167642b563.png

 

 

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List of existing OSS Games you can grab, play and hack on

(Level: Intermediate to Advanced)

 

Note: Casual Game Making systems don't use programming code, but will come with many pre-built examples on their websites. So by the definitions of this thread, hacking on some game code you download is an Intermediate topic, but they might leave the wrong impression. For example, you can download and run game examples to see what it is like without changing any of the code. Or you can change a few programming lines here and there and see what blows up! I will try and identify a few systems where this process might be easy to make happen as a first step into the post-casual world. The Godot engine comes to mind, but maybe there is a better "starter"

 

Godot:

 

 

 

 

 

 

 

Games... more to come

 

Hacking on Classic Games

 

There are a many games that people really enjoy playing that were designed for PC-DOS or older versions of Windows and need a completely rewritten game engine to function on modern computers. Fans of these games have sometimes come together to undertake this huge effort and form ongoing OSS communities to keep these games alive. Who knows, you might enjoy working on such an effort!

 

OpenRA

  • OpenRA is a project that recreates and modernizes the classic Command & Conquer real time strategy games. We have developed a flexible open source game engine (the OpenRA engine) that provides a common platform for rebuilding and reimagining classic 2D and 2.5D RTS games (the OpenRA mods).
  • This means that OpenRA is not restricted by the technical limitations of the original closed-source games: it includes native support for modern operating systems and screen resolutions (including Windows 10, Mac OS X, and most Linux distros) without relying on emulation or binary hacks, and features integrated online multiplayer.
  • While we love the classic RTS gameplay, multiplayer game design has evolved significantly since the early 1990's. The OpenRA mods include new features and gameplay improvements that bring them into the modern era
  • http://www.openra.net/about/
  • https://github.com/OpenRA/OpenRA

 

Spring

  • Spring is a versatile 3D RTS game engine. Using extensively Lua for scripting game-specific code to make nearly every aspect of the engine customizable
  • Originally inspired by Total Annihilation
  • Play online, on a LAN or offline Single Player.
  • Large battles limited only by the power of your computer; support for up to 5000 units.
  • Large, highly detailed maps in which to wage those battles, fully 3D with deformable terrain, forest fires, dynamic and reflective water, and custom skyboxes.
  • https://springrts.com
  • https://springrts.com/wiki/About
  • https://github.com/spring/spring

 

OpenSC2K

 

Freeciv

 

WebQuake

 

 

 

Real Time (RTX) Ray Tracing

 

Starting out as a rare category, games that use real time ray tracing have only really been practical with the NVIDIA RTX series of Ray Tracing GPUs. So, if you own a RTX GPU here are some things to play with that probably actually need the power of your wonderful new RTX.

 

Q2VKPT

Anyone have a RTX? Let me know how this runs!

 

Quartz

 

 

 

 

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What Computer Should I Buy to Make Games?

 

This depends on the "Level" you are aiming at. But unless you always want to stay in the world of 2D 8 bit pixel type things, getting the best GPU you can is very important.

 

My recommendation is a NVIDIA GPU in the 2XXX series. For tight budgets, I have a thread on best value GPUs here:

 

<insert link>

 

RAM

 

SSD

 

Asset Storage

 

Asset and Render Pipelines

 

 

 

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Compile Real Code Direct To Web - WASM + WebGL

 

https://github.com/mbasso/awesome-wasm

 

Here, I want to explore a direct "GPU Everywhere" style of starting with a modern world of GPU's everywhere on Desktop and Mobile and just talking to the GPU instead of the insane mishmash garbage of HTML-CSS-JavaScript that has become a LCD for lazy developers befuddled by XPLAT.

 

Known "real" languages:

 

(incomplete so far)

 

C++

C

C#

Scala

 

 

Emscripten

 

 

Unity 3D

 

 

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21 hours ago, pcdroid13 said:

c, c++ are real languages . we can do anything using this languages. what you guys think?!!!!!!

Not sure what you are trying to say. My reference was about taking an efficient compiled language used for servers and desktops such as C++, and using a condensed form of JS known as WASM for the "back end" of the compiler to get a body of code running efficiently in a web page.

 

A few game engines such as Unity 3D already have a WASM target generation to run the same game you have running on the desktop in a browser by just changing the target generator:

 

https://blogs.unity3d.com/2018/08/15/webassembly-is-here/

 

https://blogs.unity3d.com/2018/09/17/webassembly-load-times-and-performance/

 

 

My idea was to take this "efficient as possible" code generation technique and use it to create completely designer controlled web page content that is not related to a game.

 

Google has been fighting a Political Game in the heads of developers everywhere to use clunky ridiculous web technology for desktop and enterprise development with a surprising degree of success on their way to World Domination and the eventual rollout of SKYNET.

 

But mobile became a "tail that wagged the dog" and C++ code runs fast on mobile, fast on the desktop, so why not eliminate the JavaScript hell in the browser and use C++ there as well so the browser just becomes an "App". Take that one Google!


 Curated list of awesome things regarding WebAssembly (wasm) ecosystem:

 

https://github.com/mbasso/awesome-wasm

 

 

 

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You've forgotten about Clickteam.

Klik & Play, The Games Factory, Multimedia Fusion, Clickteam Fusion 2/2.5 and quite soon Fusion 3.

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1 minute ago, astropheed said:

You've forgotten about Clickteam.

Klik & Play, The Games Factory, Multimedia Fusion, Clickteam Fusion 2/2.5 and quite soon Fusion 3.

Thanks for that.

 

I have about 50 queued up to add as I find the time and then I hope to add screen shots for each one of them.

 

But I haven't been as enthusiastic I as should on the types you have listed so I really appreciate the reminder since I want the list to be reasonably complete from Super Simple, and across and up the range to the challenges of CRYENGINE and stuff...

 

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Hi Neo, my name is Jim and I have been coding since MS-DOS 5.0 days.

 

I want to build a version of Asteroids and have created a lot of ES6 classes for my game as a hobby and to of course one day make money.

 

I served 36+ yrs in prison and have only been out a year. I am on SSDI $931 a month which allows me to go to college at LATTC for computer information system (Computer Science.)

 

I love JavaScript and webGL which I have studied for decades. I download TWGL, gl-matrix, three.js, PlayCanvas and more.

 

My question is can you help me with a 3D Particle emitter system. I have written a vector math library named Obj3.js which includes class Camera, Vec3, Vec4, Mat4 & Quat so far.

 

Most of my code works. I am still working daily to debug all the files.

 

I am realizing ammo.js, three.js & playCanvas are needed for my ambitious project which is based on books and games I wrote of future Apocalypse nature.

 

I am very interested in you library.

 

I have studied over 30 years for this project having read 100's of ref. Manuals on dozens of languages.

 

I have time daily to work and a laptop.

 

I would be interested in helping contribute to your project. I am not even sure which language you write in? I assume many.

 

I am old at 62 but feel young. I have taken Carpenrty for 6 years, Cad-Cam for 3 years, CNC programmer for 3 years and much more. And for 30 years I read every computer manual I could get my hands on.

 

I spent years thinking about my project of books linked to games like a franchise.

 

I grew up living on a car lot in Pomona, Ca. for 7 years which my parents owned in the 1970's so I am a mechanic too. I plan to get rich again.

 

I do nothing but school & my projects which are many. I am a codaholic.

 

I do no drugs or sports or otherwise waste cpu cycles I have left in my lifetime.

 

 

 

Sincerely,

 

jim

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