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dagorengine's Issues

[Question] Node visibility

After modeling in the blender, I look at it in the asset viewer, and I raise a question about Node Visibility.

I wonder how to add multiple nodes to Node visibility,
I don't think there's much information about this, so I'm asking what I should do with the blender and what code I should put in the blk file.

How to create a landscape

Hi! I am currently do some experiments with Dagor Engine. I have built the binaries, and it works fine. However, I am not able to create a landscape in any possible way. When I do Create Heightmap or Import Heightmap, nothing happens. (Well, I mean, technically happens because there is a windows which asks about sizes, etc, and the console says that heightmap was created/imported), but I am not able to see the landscape in any way. even after restarting the editor, or "baking lights". nothing just appears. probably I am doing something wrong.. i guess...

Blender plugin - Equivalent to a Note Track + Keyframes from 3ds Max

Hello. (・ω・`)
This is mostly a question related to asset exportation to Dagor for War Thunder, I am creating a simple guide for asset exportation to Dagor on both 3ds Max and Blender, and I've discovered that Blender doesn't seem to have something akin to a Note Track with its own keyframes like in 3ds Max.

Without this, it is impossible to export animated assets from Blender to Dagor, only static ones. (Unless you export them to Dagor as is, and then import them to 3ds Max with the Dagor importer for animation purposes)

Do you know if such a function exist and how to use it, or if not is it possible to develop such a function? ε-(´∀`; )

Thank you! (=´∀`)人(´∀`=)
Best regards,
Avarik

Regarding the user mod

image
I don't know if I'll get the exact answer when I post a question like this here, but as I'm creating a custom model and creating a user mode, I'd like to know if there's a document on the code of this content (especially the blk code for missiles). Especially the exact way it works for rangeMax:p4 shown in the image above.

Blender plugin not working on 4.0?

I installed the plugin on blender(4.0) and I can see that it's been installed but I can't check it to use it for some reason. What am I doing wrong?
스크린샷(11)

de_dust2 is missing from testGI assets

Hello, as seen in the settings.blk file included with testGI, there is a line showing that de_dust2 is supposed to be a loadable environment, however it is missing from the levels directory.

GPU Incompatibility

When i start the editor, everything seems to work. but when selecting the Skies Sample for example, im getting multiple errors. They look like this:
Screenshot 2023-11-01 155507. I have an RTX 2060, so i cant find a reason for it to give me those errors.

Some DDS Seems to lose the alpha channel

login_layer_t72b_1_8.zip

In this zip is the ddsx of one of the layer of the T72B Loading Screen.

For unknown reason the DDS extracted from the ddsx seems to have lost its Alpha channel, meaning that every pixel has an alpha of 0 (both using Gaijin's tool that i build yesterday, and the tool we had before)

If set the alpha of every pixel to 255 via paint.net, i can see that the image is the cannon "flash" (see screnshot), which shouldn't be transparent by any mean.
image

Looking at the hex header doesn't seem to have any issue, i has the same format as others dds that unpack without issue.

The vromfs i got the ddsx from is direct from the game, and even using Gaijin's vromfs unpacker doesn't change anything.

I would appreciate any help

DumpGRP use win32 lib instead of win64

image

For some reason the ioSys/jamfile has Platform equal at win32 and then add oddle's win32 lib instead of the win64, and i cannot find where it's being set

for the time being i just cheated and added -s Platform=win64 to the jam command line in the build_dagor3_cdk_mini.cmd
image

For some reason the dumpGrp is the only that's missing

Also i think that the -s aren't supposed to be without a gap after the text
image

Updates?

I didn't see like any updates in ~4 months. Can I ask what is going on? I'm just curious.

Failed to build CDK

Been trying to build the CDK tools but I keep getting an error
image

Am I doing something wrong or am I missing something?

How to get sources used by some of the includes?

./DagorEngine-dagor_2024_01_02\prog\gameLibs\publicInclude\dasModules\aotBallistics.h:#include <gamePhys/ballistics/projectileBallistics.h>
./DagorEngine-dagor_2024_01_02\prog\gameLibs\publicInclude\dasModules\aotBallistics.h:#include <gamePhys/ballistics/shellBallistics.h>

I can't find the 'gamePhys/ballistics' folder in the code base. Thanks, if someone can point me in the correct direction.

Questions about Texture Loads

I'm creating a custom model and I'm posting questions about the texture.

I finished the blk coding and saw this error in the Asset Viewer.
Despite writing the tga file, these errors came up, and I'm asking you a question because I'm wondering exactly how to solve them.

For your information, I modeled it using a blender.

image

Questions about engine development

Hello, i'm glad to see the War Thunder engine XD, it's my favorite game, but i have some doubts about the development of this engine.

  1. There is a roadmap for next features/fixes?
  2. There is a documentation/manual/guide (instead samples) ?
  3. Any community ?
  4. This engine is open to new contribuitors ?
  5. Can i use Dagor for my games?

crypto.lib lld-link error

by the way, thanks for open source the great engine

run build_all, all other is ok but

...found 10435 target(s)...
...updating 2 target(s)...
creating lib crypto.lib
@C:\Users\ADMINI~1\AppData\Local\Temp\jam: no such file or directory
lld-link: error: lib failed

FAILED to build crypto.lib [Error #1] [win64100clang15.0.7devms4exnosp]
.

...failed lib_target ../../../_output/win64100clang15.0.7devms4exnosp/3rdPartyLibs/openssl_3_x/crypto.lib ...
...skipped ../../../samples/testGI/prog/../game/testGI-win64-dev.exe for lack of ../../../_output/win64100clang15.0.7devms4exnosp/3rdPartyLibs/openssl_3_x/crypto.lib...
...failed updating 1 target(s)...
...skipped 1 target(s)...

and
change samples\skiesSample\prog\jamfile
PlatformSpec ?= clang; to
PlatformSpec ?= vc16 ;
it build samples exe but not for clang because clang crypto.lib failed link
i can't find reason , have any idea ?

[Question] About the Blender extension..

I have some questions about using Blender to create models for DagorEngine.

I'm interested in using the Blender extension to make models for WarThunder. The Blender extension included in the WarThunder CDK only works with older versions of Blender, and doesn't keep objects separate (all meshes are combined into 1, so it is not useful for creating aircraft). Therefore I thought I would try dag4blend in this project.

1) What version of Blender should I use?
I've tried zipping the contents of dag4blend into a file called bl_dag_exporter.zip and then in Blender, preferences->addons->install But I don't see the addon added to the list of installed add-ons. I have tried in Blender 2.49b, 2.71, 3.3.0

2) Do I need to build blk2dag to export from Blender to Dagor? The extension in the Thunder CDK depended upon blk2dag.exe so I am wondering if this is still a requirement.

  1. If the answer to 2 is yes, then do I need to build the whole DagorEngine, or can blk2dag be built by itself?

Evaluate using Profile-Guided Optimization (PGO)

Hi!

I am collecting all materials (benchmarks, articles, stories, showcases, etc.) about Profile-Guided Optimization (PGO) across different applications here. I am sure you will be able to find helpful information regarding PGO in different application domains.

Related to the gamedev domains, I suggest you look at the following things:

  • I did some benchmarks for Bevy with PGO. PGO-run (first) vs non-PGO (second) - Pastebin. In these results you need to interpret performance decrease as "Release version is slower than PGOed" and performance increase as "Release version is faster than PGOed". As you see, in many scenarios PGO improves performance, but in some of them performance is decreased.
  • Unreal Engine supports PGO build since 4.27 (release notes). According to the documentation, PGO allows to achieve better performance on UE too (+10% on some CPU-heavy scenarios from this page). Also, I've talked with developers in a local Telegram chat about UE. A person said that they use PGO as a default optimization with UE and their games. The PGO profiles are collected via crafted local test workloads (usually - the most difficult scenes) with Gauntlet. The performance improvement is something like 6-8%
  • Godot proposal about PGO - link
  • Unity Burst thread about PGO - link

According to the materials above, I think trying to optimize DagorEngine with PGO would be a good idea.

We need to check the PGO effects on DagorEngine, and if it works well - write a note in the DagorEngine documentation (at least in the README file, I guess?) about building with PGO. I'd appreciate your providing an easy way to build DagorEngine with PGO (e.g. via custom build options in the build scripts), and experienced users will be able to do it on their own for their own usage scenarios. Also, optimizing prebuilt binaries with PGO would be a nice thing to have (if it's possible to prepare a generic enough workload).

Seems like the main target platform is Windows so I can suggest starting looking at MSVC documentation about PGO.

Errors while Compiling Source files

When trying to compile prog\gameLibs\gamePhys\common\polares.cpp with LLVM i get this:

polares-1dcf16.obj : error LNK2019: unresolved external symbol "void __cdecl sincos(float,float &,float &)" (?sincos@@YAXMAEAM0@Z) referenced in function "class Point2 __cdecl gamephys::calc_c(struct gamephys::Polares const &,float,float,float,float)" (?calc_c@gamephys@@YA?AVPoint2@@AEBUPolares@1@MMMM@Z)
polares-1dcf16.obj : error LNK2019: unresolved external symbol "float const * const math_float_zero" (?math_float_zero@@3QBMB) referenced in function "public: class Point2 __cdecl Interpolator<class eastl::fixed_vector<struct InterpolatePoint<class Point2>,8,0,class eastl::dummy_allocator> >::interpolate(float)const " (?interpolate@?$Interpolator@V?$fixed_vector@U?$InterpolatePoint@VPoint2@@@@$07$0A@Vdummy_allocator@eastl@@@eastl@@@@QEBA?AVPoint2@@M@Z)
polares-1dcf16.obj : error LNK2019: unresolved external symbol "bool __cdecl inverse44(class TMatrix4 const &,class TMatrix4 &,float &)" (?inverse44@@YA_NAEBVTMatrix4@@AEAV1@AEAM@Z) referenced in function "void __cdecl gamephys::recalc_mach_factor(struct gamephys::PolaresProps &)" (?recalc_mach_factor@gamephys@@YAXAEAUPolaresProps@1@@Z)
polares.exe : fatal error LNK1120: 3 unresolved externals
clang-cl: error: linker command failed with exit code 1120 (use -v to see invocation)

am i using the wrong compiler/version? has anyone else been able to actually edit any of the source code?

Working with scripts

Is there currently any way, to customize game logic. Like, I have created a project, based on testGI, but I was not able to find any examples of "scripts" in samples. Or there is no way currently to customize game's logic right now? The docs are also have not any information about it

ddsx2dds "Oodle read error"

i'm trying to process some DDSX using the ddsx2dds converter in the built release but i'm getting this error
image

I have the Oodle dll next to the exe and removing it gives another error
image
image
So i guess that it is loading the dll correctly but it's crashing somewhere

Even tho i love programing i never really understand how cmake worked, i tried to built the project from source but i'm missing jam, which require cmake to make

Are we perhaps gonna receive some documentations soon ?

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