Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Friday, 19 August 2022

Home Engine - Set Course for Vulkan

Over the last year I've been experimenting with writing my own home game engine, initially I spent time writing my own line rendering and then a wrapper with SDL2 all using my own mathematics library as a refresher.

Then I set up an engine framework, switched my own none-peer reviewed and frankly shaky maths for glm and started to use DirectX11. You can see a clip in my earlier blog post here.

I dabbled with other graphics interfaces, but ultimately I wanted to land on one of the two big modern interfaces, either DirectX12 or Vulkan.... And since I'm a linux guy at heart Vulkan won out. The difficulty? Well, setting up a Vulkan renderer just to render the "Hello World" triangle is over a 1000 lines of code.... And well, I wanted to write a framework as I went so I could just port this Vulkan back-end work into my abstract renderer API for my existing DirectX11 driven engine. That is my next step, but tonight, after a few hours each night this week I've finally gotten to the 3D step and I'm so excited I wanted to share with you.
So here we see I have multiple pipelines & render passes. It's creating and submitting multiple command buffers, I have integrated ImGui very roughly too.

But this is the first time I've used the uniform buffers, descriptor sets and descriptor layouts to send a uniform buffer (MVP) to the shader and get actual 3D.
I'm strongly following this online tutorial.

Though I also have the Vulkan Programming Guide official book and I'm writing my own functions as I go so the porting to the existing Home Engine API is minimal (or rather as minimal as I can get it).


One of the key pieces of tech in the base engine (driven happily by DirectX 11 when I switch to it) is a full camera fly mode system and a scenegraph rendering models.  I've also got a python driven exporter written for my own model format from Blender (and desperately need to get better with using Blender).  And I have a Python driven project generator (which calls down into CMake quite neatly).

The engine is structured into six major modules:

Base - which contains a host of utility functions, data types and tooling assistance.

Ecs - yes, I'm writing my own Entity Component System.

Renderer - The abstract renderer API which the application level creates and uses in the main game loop.

Application - Main app & game loop, I'm using SDL2 as the main interface here for input & window management in a cross platform manner too.

Physics - A basic hand written rigid body physics implementation, at the moment it really only supports rays, cubes and sphere intersection tests and I'm thinking of shopping around for an off the shelf something.

Game - Contains specific game logic, like spawning, camera controls, input mapping and uses base to provide timing.

This is all very rough and ready, it's a project to keep me interested in my craft really.

And putting Vulkan into the mix has been a real nice way to resurrect where things where, as you may gather I had the DirectX 11 and basic camera system all working in October 2021; but I've been a busy boy since then, both with work, life and moving house....

Now the new office is done and I'm building models in real life, I figured it'd be a nice time to build them in virtual spaces too.


P.S. I have no idea why some blocks are in white backgrounds, very annoying of Blogger to do that?

Sunday, 1 August 2021

My Home Game Engine - Motion Decay (Physics) Bug

A few of you may have noted I've been writing my own graphics engine at home, this has fast become my own home game engine; which is more or less just a play ground for me play about with.

And over the weekend I've started to flesh out the physics engine, beginning with a physically reactive camera.  I want to make this thing tilt and shake and move like it's organic, not on the end of your keyboard or mouse.

The motif is going well.

I designed a head for many edge cases I expected, one of them being floating point in accuracy and so I built two things into the movement, first a dead-zone, so zero isn't the ONLY value which doesn't move the camera, instead an area of 0.0004 around the camera forms a null - don't move - zone for all my motion calculations.

And the second was the force of friction or wind resistance, this is just called "Decay" in my engine, you decay from moving to  no longer moving.  Because wind, water or surface friction are going to come into play at different times and from different directions on each object.

Anyway, do work out the motion which needs applying to any object I build a vector of motion actions, these themselves are stored in a set of efficient constexpr static arrays per object type; for not I have so few object types this is fine, it leads to faster code (one day, if I have more than ten moving object types I may need to revisit this.

Alas, this smartness immediately bit me in the arse... And I just spent nearly half an hour pawing over the wrong piece of code to figure out why when switching to an object known to be at rest (0, 0, 0) with no actions on it... it'd slowly jiggle backwards at a very slow rate.

I checked my maths, my direction vectors, my initialization of the actual speed of the object, everything checked out.  I made sure I was giving no inputs, so I wasn't landing in the accelerate or decelerate motion actions.

So I was properly confused, I took a moment and I re-read the code I'd done yesterday (oh the difference a day makes) and suddenly I realized I had two kinds of decay... if you're moving forward you slow down... and if you're moving backwards you also slow down... both heading to zero, or at least the 0.0004 null zone.

Other objects were not moving, just this one particular type... and having a quick squizz, sure enough the acceleration and deceleration decay were BOTH being applied, even at rest this object would jump to a speed and start to decay, this would then swing it below -0.0004 in the null zone and the deceleration decay would kick in... and the deceleration was MORE than the acceleration so then the object was trying to decelerate a little but more each third frame... zero to backwards to null zone to backwards to nullzone... on and on, tiny increments.

This was a flat out bug, the decay should have only been applied to make the object come to, but not beyond the nullzone.

However, I was still perplexed how the forward decay was being applied, sure enough it is, in the above call to "GetMotionActions" we can see it's both ForwardSpeedDecay and BackwardSpeedDecay are "valid" motion actions for objects receiving no input.

And they'd been doing this all the time, every frame... the specialty of this one particular object?  Just the numbers, the profile for motion, specifically the braking, was a larger number taking it beyond nullzone.  And this is multipled by delta time for the frame... all following frames are small, short, but the first frame?... or a frame after a break point... HUGE....

In short I made a bunch of mistakes, but I learned, and I enjoyed myself.  This is perhaps the key thing when trying something new.

I also have a healthy appreciation for just taking a physics engine off of the shelf having done some of this ground work - and I'm literally just playing.