gaijinentertainment / dagorengine Goto Github PK
View Code? Open in Web Editor NEWDagor Engine and Tools source code from Gaijin Games KFT
License: Other
Dagor Engine and Tools source code from Gaijin Games KFT
License: Other
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.
Currently, the code base relies on legacy X11 for window management to clipboard handling.
This is a dual issue in that regards.
Wayland support for windowing,
XDG Desktop Portal support for other former x11 tasks:
Written by a very sleepy person, Edits when less sleep deprived
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...
Hello!
Is there any documentation or instructions specifically on how to build the outerSpace sample? Does it require building the entire engine?
Would it be possible to get a pre-built version, like for the other samples?
I just saw these 2 in the commits nooow im a little bit confused what dagor version is this repo.
Hi, is it possible to generate a VS solution from the Jam files?
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
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.
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.
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.
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
It seems the lighting plugin is not included currently.
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
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
I didn't see like any updates in ~4 months. Can I ask what is going on? I'm just curious.
Also how to switch level in console?
When it comes to 3rd party libraries...Jolt and FMOD have ARM64 support.
How do replays work? I see references in the source files about serialization of entities'state.
Is there a function to create a new project in daEditor, etc.?
Or is the only way to create a project manually?
./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.
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.
And what's different from daEditor3?
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.
by the way, thanks for open source the great engine
run build_all, all other is ok but
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 ?
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.
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:
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.
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?
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
i'm trying to process some DDSX using the ddsx2dds converter in the built release but i'm getting this error
I have the Oodle dll next to the exe and removing it gives another error
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 ?
When will be an update to the repo? We didn't got updates since 3months ago. @NicSavichev
does this engine have any kind of tests?
[Question] How to build in Linux? It seems scripts like build_all.cmd
only available in Windows.
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