As someone who has worked on networking for games with millions of players, I can really recommend Glenn Fiedler's blog posts. If you don't know where to begin, these posts are really short and walk you through almost everything you need to know to build your networking from scratch
@G1g4ntvltLP2 жыл бұрын
The livestreams are amazing if also uploaded here. I lean so much, and its a chill format. Its perfect! Keep it up :) And yes, I agree. Vulkan makes perfectly sense. It took a while but when you memorize the concepts, its actually quite easy to understand and also design around it. Just certain refactor steps take me so long - but thats normal for a 'newbie', I guess :D
@OllAxe2 жыл бұрын
15:58 Nvidia drivers actually does let your CPU work ahead and submit OpenGL calls for multiple frames ahead. The call to swap buffers only blocks execution in order to limit the size of the render queue, but it's run asynchronously just like other OpenGL calls. Same is the case for glFlush (but not glFinish which is fully sychronous). This might vary between vendors and drivers though. That said, 200 ms of blocking from the call to swap buffers would still in effect mean the same thing as you said, that drawing is slow and not necessarily specifically swapping the buffers, even if exactly what's happening under the hood is a bit different.
@adamvancampen25092 жыл бұрын
Really enjoy this format. It's great!
@retr0aherojumper2 жыл бұрын
Thats nice! Wish you all the best with Hazel Engine🥜
@nikeedev2 жыл бұрын
Norway is beautiful. Hello again from Norway!!
@sarahkatherine84582 жыл бұрын
It seems that the PR for save feature was opened when Hazel 2D doesn't have Save feature yet (only Save As). Some times later a Save feature is added, rendered their PR obsoleted but they didn't know that to close the PR.
@GiveAcademy2 жыл бұрын
Personally I love the pull requests content… it’s like code review and insights.
@SeppahBaws2 жыл бұрын
"the contributors should be people who actually contribute something big" me who added the VS folders to the premake: 👀
@Aluminum00132 жыл бұрын
I'm kinda curious: how do you plan to deal with dynamic memory allocations? From what I understand, malloc and similar functions are decently slow.
@AMZG2 жыл бұрын
Same
@matheusmarchetti6282 жыл бұрын
There's a IBM document about a custom memory allocator. It would be nice to see something like it on the Game Engine Series
@amayesingnathan2 жыл бұрын
+1 on this, I've been interested in memory allocators since Box2D uses a couple of custom ones.
@DaminGamerMC2 жыл бұрын
I recommend you to watch Randy's podcast with Ryan Fluery they talk a litle about memory allocation for games, but i learnt a lot with that.
@furroy2 жыл бұрын
seems like the version check should use "startsWith 1.3" not "contains 1.3"
@gallantandre2 жыл бұрын
Thanks for this series, so learningful ! :p I am wondering what your take is on OOP and the STL. People like Casey from HandmadeHero and Jonathan Blow rage about it a lot, among other things, but I see you're using a lot of these things. I am having a hard time knowing what to think.
@Matt234882 жыл бұрын
EDIT: Hah, turns out there is a good reason. Mono doesn't have support for assembly reloading for .NET Core, which is needed for a game engine (otherwise you'd have to close and re-open the editor to see any changes you made to your C# scripts). So I guess whenever that finally gets added, modern C# will be on the horizon for Hazel. Probably Unity as well. ORIGINAL: I guess this will probably be answered, but is there a reason to go with Mono for C#? I know it's cross-platform, but hasn't Microsoft switch to cross-platform since .NET Core? They don't even use the name ".NET Framework" anymore because it's no longer closed. I feel like if you went with .NET Core (which is currently .NET 6), you'd make the scripting better and support modern features of C# that Mono just doesn't support. Of course I'm sure it's way more complicated than that, and I am a bit biased as I'm a .NET developer professionally. But it would be cool to see modern .NET in a project like this, since Microsoft has been moving in that direction.
@Jkauppa2 жыл бұрын
the scene renderer should be such that it can output or interface with any render api
@Jkauppa2 жыл бұрын
so any native renderer should be a child of a general bare metal renderer super class
@FatalExceptionz2 жыл бұрын
My instructions for riding a bicycle should be such that they can also be used to fly a fighter jet or pilot a submarine. They're all vehicles, right?
@Jkauppa2 жыл бұрын
@@FatalExceptionz you just press wasd, no probs
@amayesingnathan2 жыл бұрын
Can't wait for C# scripting, keep up the amazing work! I was wondering, for a project like this where the development is happening on stream/youtube, do you want people submitting PRs with proper features? For example, you mentioned a couple of episodes ago that you might want some kind of panel manager for Hazelnut, and I thought it would be interesting to try and make one. It would be cool to get some feedback on it or even have it be merged in, however when you were going through the PRs you seemed quite hesitant to merge or review ones that made significant changes because I remember you saying any significant changes you'd want to show development of on stream.
@ben256dev2 жыл бұрын
Isn't that precisely what he would want? Rather than people contribution farming by making minor or unnecessary refactors? From what I've seen he doesnt reject prs that make significant changes, he accepts useful features and bugfixes.
@amayesingnathan2 жыл бұрын
@@ben256dev I realised I wasn't very clear so I edited my comment. I forgot to mention I remember him saying any significant development he would probably want to show him doing it on stream, rather than having decently sized features just popping up without the viewers really understanding how it works.
@lamofabull78442 жыл бұрын
I think the big scary thing about Vulkan to me is trying to draw the line of abstraction for it. Because I don't think the current abstraction would work (especially since everything is binded opengl style).
@Jonas_Meyer2 жыл бұрын
@1:17:02 Did you ever think about renaming "master" to main? I think GitLab did this as the new default for new projects. Its a very easy way to be more open or however you wanne call it.
@Kazyek2 жыл бұрын
Please don't use the latest Vulkan version you can just for the sake of it and instead use the oldest one that contains the features you need. Some older GPUs perform better with older gpu drivers and/or sometimes aren't even supported anymore in latest drivers so they have to stick to an older one, and those then have no mean to have a more recent Vulkan version (as the actual Vulkan runtime is shipped with the gpu driver)
@ps5games8212 жыл бұрын
сделай пожалуйста видео на русском языке ты ведь русский язык тоже знаешь тебя смотрит много людей которые плохо знают английский язык на слух
@CDDGamer2 жыл бұрын
Making a video in another language would alienate far more people, because not everybody knows Russian. You can always enable CC and change its auto-translation to Russian.