Is C++26 ready to use in a Production Enviroment?
C++ 26 adds a ton of great features, but how is compiler coverage, usabillity, integration, etc. for those features right now?
C++ 26 adds a ton of great features, but how is compiler coverage, usabillity, integration, etc. for those features right now?
I always love it when shows give their episodes deep and memorable.
I‘ve just finished POI for the first time and I‘ve always been afraid of samaritan winning and it ending in a tragic way, but the outcome was hidden in plain sight all along: return 0. For any non-tech people: A process returning 0 on any computer implies the program exited gracefully and without encountering any fatal errors. It means, the operation was a success. Which it was (to some extend)
Just wanted to appreciate the though behind the episode title and allthough I‘m a C++ developer, I haven‘t noticed that that may be a spoiler.
I'm genuinely curious? Why not do something original?
I build my Game Engine for the sake of building a Game Engine. I don’t want to develop games with it or something like that — I’m not at all creative enough for that.
So I been looking at Dlang lately and I just wondered how it would be as scripting language for a Game Engine.
I really like things like dynamic function loading, low level os libraries like Win32 and I want my game engine to do “scripting” like the source engine did. I’ve thought about scripting in C++ but then I thought about the memory management hell etc. and to be honest: doing scripting in any conventional language like Lua, C# or C++ is kind of weak. I want something cool and extravagant like Dlang.
What do you guys think about Dlang as game scripting language?
Heres whats happening: I'm making a Game Engine with an editor written in Qt. I manage my own Vulkan context and I refuse to share anything of my Vulkan things with Qt but I somehow need to present my composite image to the screen in a viewport in the editor. Because I didn't want Qt to do anything with my Vulkan things this is what I came up with:
My engine itself doesnt manage a swapchain but a presentation interface does. The presentation interface supplies the engine with the needed composite/swapchain image. Then the presenter responsible for qt exports the swapchain image to be used in a QOpenGLWidget and drawn to the screen via a "presentation" pass (essentially just sampling the image to a full screen quad) in opengl. This all works good this far. the presentation pass gets executed, the image gets sampled etc. But the image is just a black image, not my composite image which I rendered in vulkan. I don't get any (related) vulkan validation or opengl errors and my Engine renderes just fine when using a regular Swapchain with SDL. In Renderdoc everything seems fine but it isnt.
I'd be very happy if someone here could help me with this or give me advice on what to check or what to do next.
Disclaimer: I’m new to Qt, but not to Game Engines and Vulkan.
I’m building a C++ Game Engine using Vulkan. I have an interchangeable Presenter Interface to fit the needs of the different Applications. For Example: The Runtime uses SDL and therefore a derivative of said Presenter interface implements classic swapchain logic. But for my Editor written in Qt I had to get creative. The Engine manages its own proprietary implementation of a Vulkan “Context” (Instance + Device + etc.) and always renderes offscreen. The Vulkan Context is not and will not be managed by Qt and its stupid Vulkan API. Instead I came up with this: The presenter exports the File Descriptors/Handles of the Presentation/Pseudo-Swapchain Images and hands it over to a derivative of the QOpenGLWidget which then in turn draws the Image to the screen in a “Presentation Pass”.
Now I’m at the Qt part of the equation and of course Qt isn’t going to have the functions corresponding to the extensions I need.
So my Question is: Can I just get the proc adress and load the functions myself or do I have to do something special.
It would also really help me if someone has experience with these extensions on the OpenGL part of things cause all the documentation I could find was a single large Text file in the Khronos registry.
Thanks so much for any help in advance!
Disclaimer: I’m new to Qt, but not to Game Engines and Vulkan.
I’m building a C++ Game Engine using Vulkan. I have an interchangeable Presenter Interface to fit the needs of the different Applications. For Example: The Runtime uses SDL and therefore a derivative of said Presenter interface implements classic swapchain logic. But for my Editor written in Qt I had to get creative. The Engine manages its own proprietary implementation of a Vulkan “Context” (Instance + Device + etc.) and always renderes offscreen. The Vulkan Context is not and will not be managed by Qt and its stupid Vulkan API. Instead I came up with this: The presenter exports the File Descriptors/Handles of the Presentation/Pseudo-Swapchain Images and hands it over to a derivative of the QOpenGLWidget which then in turn draws the Image to the screen in a “Presentation Pass”.
Now I’m at the Qt part of the equation and of course Qt isn’t going to have the functions corresponding to the extensions I need.
So my Question is: Can I just get the proc adress and load the functions myself or do I have to do something special.
It would also really help me if someone has experience with these extensions on the OpenGL part of things cause all the documentation I could find was a single large Text file in the Khronos registry.
Thanks so much for any help in advance!
I recently started my new Game Engine project and I‘ve now come to the point where I have to deal with Pipelines. How do I efficiently manage them? How do I efficiently create them, et cetera?
I think its really hard finding reference material on this topic since I usually just look/steal code from Hazel Dev by TheCherno but their Shader/Pipeline System is really weird.
It would just be really helpful if you guys could even just point me at your repository with a Solution or something.
Thanks in advance!
I recently started my new Game Engine project and I‘ve now come to the point where I have to deal with Pipelines. How do I efficiently manage them? How do I efficiently create them, et cetera?
I think its really hard finding reference material on this topic since I usually just look/steal code from Hazel Dev by TheCherno but their Shader/Pipeline System is really weird.
It would just be really helpful if you guys could even just point me at your repository with a Solution or something.
Thanks in advance!
Okay, the question might seem useless and redundant - „Just use the latest Vulkan 1.4“. That‘s what I thought too and all was sunshine and rainbows. It worked on my machine (RTX3080) and I didn‘t think much of it. But then when I wanted to continue development on my Macbook from 2017, I found out that Vulkan 1.4 just isn‘t supported on that graphics card (Intel Iris 640). And okay, 2017 is almost 10 years ago, but I think dropping support for any graphics card older than 2017/2018 just isn‘t worth the gains of Vulkan 1.4.
So I ask: Which version should I use for atleast good compatibility?
Thanks in Advance.
Should I use Qt Widgets or Qt Quick for my Level Editor?
Imagine the Level Editor like Valve Software's Source 2 Hammer.
Thanks in advance.
And you ImGui Glazers don't come at me and tell me I shouldn't use Qt anyway and ImGui is so much better. I don't care.
I have never used C++ exceptions because I heard they are supposed to be bad and also that they don‘t use exceptions on fighterjets. I don‘t know more about exceptions.
What do you guys think?
I'm preparing to start a new long lasting C++ development effort of a new project and im unsure of using C++ Modules.
What do you guys think and are there other modern C++ features I might be unaware of?
Thanks in advance
I've been on the search for names for round about a week and I just can't think of a fitting one.
I originally wanted to use Torque as name but its already taken.
Thanks in advance
My Game Engine uses SDL3 to create the Game Window and power Input for the Game. But now I want to write my Editor using Qt. How do I do that? How do I show my Viewport which is rendered in Vulkan? And how do I integrate it into the main loop of the Game Engine?
Thanks for Advice in Advance!