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Subsurface Scattering

Open rikseth opened this issue 7 years ago • 19 comments

There must be a support for subsurface scattering

rikseth avatar Jan 19 '19 15:01 rikseth

Indeed there must be (v0.31 most likely) 👍

PanosK92 avatar Jan 19 '19 21:01 PanosK92

there must be CLOTH SIMULATION

rikseth avatar Jan 25 '19 17:01 rikseth

What about CLOTH SIMULATION ?

rikseth avatar Jan 26 '19 07:01 rikseth

Which kind of project did you used to make the game engine ( Directus ) in visual studio Windows Desktop wizard or Windows Desktop Application or Windows Console application ?????

capture

Which one??

rikseth avatar Jan 26 '19 14:01 rikseth

I might be able to squeeze it into v0.31 but I can't tell for sure right now. However, cloth simulation is part of the physics subsystem (Bullet) and it's easy to expose in the engine, so, it will happen sooner or later.

Regarding your question, the type of project is not that important, it's only a template. Pick whatever feels best and tweak it when the time comes.

PanosK92 avatar Jan 26 '19 17:01 PanosK92

Thanks........

rikseth avatar Jan 28 '19 16:01 rikseth

but did you used visual studio or qt ide

rikseth avatar Jan 28 '19 16:01 rikseth

Just the Visual Studio IDE, for both the engine's runtime and the editor (ImGui).

If it's of any help, when I first started, I had a look at tutorials like this one: http://www.rastertek.com/tutdx11.html 😉

PanosK92 avatar Jan 28 '19 17:01 PanosK92

This is what I have been looking for.. THANKS

rikseth avatar Jan 29 '19 16:01 rikseth

what about GLOBAL ILLUMINATION?

rikseth avatar Jan 29 '19 16:01 rikseth

No worries. Global illumination is listed in the roadmap as well, everything will happen.

PanosK92 avatar Jan 29 '19 17:01 PanosK92

Why did you choose ImGui over Qt?

rikseth avatar Feb 02 '19 15:02 rikseth

Multiple reasons, ImGui is:

  • MIT licensed, which one of the most permissive licenses.
  • Fast to develop with, I can have a window with some stuff in it, in seconds, literally.
  • Easy to maintain, as the logic code and design code are one and the same.
  • Platform independence, it can be implemented to run anywhere, which means that after adding Vulkan support, it should be possible to get the engine to run on other platforms.
  • Very small, only a few files, Qt is a few GBs and includes a lot of stuff I don't need but can't remove.

This is what comes to mind now 🤔

PanosK92 avatar Feb 03 '19 12:02 PanosK92

How did you managed the inputs when you were in QT framework?

OdysseyGuy avatar Mar 23 '19 18:03 OdysseyGuy

In directinput we need HINSTANCE to initialize the device. Where did you get that from?

OdysseyGuy avatar Mar 23 '19 18:03 OdysseyGuy

Hi OdysseyCreations,

This issue is titled "Subsurface Scattering", has a "rendering" label and is also pretty full with requests. Your question belongs to a different issue as it's related to Qt/Input. However, since this question is Qt related, you should google it instead. The one line code answer will come up as the first result.

Thanks

PanosK92 avatar Mar 23 '19 19:03 PanosK92

Which rendering API does PS4 uses? Unreal engine and UNITY supports the PS4. But which API did they use? You work in Sony right> therefore you must know this better than anyone. What does it uses -> Directx, opengl, or some other api??

OdysseyGuy avatar Mar 29 '19 16:03 OdysseyGuy

I googled it but found that it does not support DirectX, then what does it support?

OdysseyGuy avatar Mar 29 '19 16:03 OdysseyGuy

Well well well, welcome back OdysseyCreations, or should I say rikseth? 😄

I googled what you googled and this is the first result that comes up.

I understand you are quite young and while I am happy to asnwer your questions, the conversation has escaped the context of this repository and could also be replaced by google searches. As a final warning, I would advice you to read on how to open an issue by clicking here.

Edit: There is a discord channel now with a general discussion section.

PanosK92 avatar Mar 29 '19 17:03 PanosK92