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Re: The answer to life, the universe and unity3d [Re: the_clown] #444476
08/12/14 06:55
08/12/14 06:55
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WretchedSid Offline OP
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Nah, the OpenGL renderer does support instancing tessellation. No DirectX 11 interface.

Originally Posted By: the_clown
Am I right in assuming that you guys actually hide the program entry point within the engine library?

Nope. You can and are very much encouraged to provide your own main method. Although in simple cases it can be as simple as invoking one method in Rayne.

Code:
int main(int argc, char *argv[])
{
    return RN::Main<MyApplicationClass>(argc, argv);
}



You _do_ have to initialize Rayne from your main method and hand it argc and argv at some point before creating the Rayne kernel and attaching your application to it. You can customize your main quite heavily and do your own bootstrapping, although there is a high level entry point that is supposed to be in the application class which is supposed to do most of the heavier bootstrapping as before that point not all of Rayne is bootstrapped yet.

A more "complex" bootstrapping looks like this (in reality this is exactly what RN::Main<>() does)
Code:
int main(int argc, char *argv[])
{
	RN::Initialize(argc, argv);
	
#if RN_PLATFORM_MAC_OS
	RN::FileManager::GetSharedInstance()->AddSearchPath("/usr/local/opt/Rayne/Engine Resources");
#endif
#if RN_PLATFORM_WINDOWS
	char path[MAX_PATH + 1];
	::SHGetFolderPathA(NULL, CSIDL_PROGRAM_FILES, NULL, SHGFP_TYPE_CURRENT, path);
	
	std::stringstream stream;
	stream << path << "\\Rayne\\Engine Resources";
	
	RN::FileManager::GetSharedInstance()->AddSearchPath(stream.str());
#endif
	
	try
	{
		auto application = new MyApplicationClass();
		auto kernel = new RN::Kernel(application);
		
		while(kernel->Tick())
		{}
		
		delete kernel;
		delete application;
	}
	catch(RN::Exception e)
	{
		RN::HandleException(e);
		return EXIT_FAILURE;
	}
	
	return EXIT_SUCCESS;
}


Last edited by WretchedSid; 08/12/14 14:18. Reason: A word. 'Cause I'm retarded

Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: The answer to life, the universe and unity3d [Re: WretchedSid] #444488
08/12/14 17:18
08/12/14 17:18
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GetSharedInstance()? Objective C very much? tongue

Re: The answer to life, the universe and unity3d [Re: the_clown] #444489
08/12/14 17:23
08/12/14 17:23
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WretchedSid Offline OP
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A lot of API in Rayne is inspired by Foundation and Cocoa. Mostly because Apple is good at designing and shipping excellent API, and also because my day job is being an iOS developer (after being a shitlord, of course ;))


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: The answer to life, the universe and unity3d [Re: WretchedSid] #444490
08/12/14 18:54
08/12/14 18:54
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In related matters, I'd be really interested in an article about how you're designing Rayne from a software engineering point of view, that'd be worth a blog article I think. Especially because there's a lot of articles about possible approaches available when it comes to that matter, structure and design of a game engine's architecture, but few articles in the style of "This is how WE did and, and why we did it that way".

Re: The answer to life, the universe and unity3d [Re: the_clown] #444500
08/12/14 21:28
08/12/14 21:28
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WretchedSid Offline OP
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That's indeed an interesting topic to write about! Anything you want a focus on in particular? We've had a couple of API iterations before we settled on something and there have been substantial changes based on how we used Rayne internally.

Making game jam entries also helped shaping the API, so yeah, there is a lot to cover.

Also, here are more screenshots, because I love flying through the level and making screenshots.






Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: The answer to life, the universe and unity3d [Re: WretchedSid] #444501
08/12/14 21:34
08/12/14 21:34
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Originally Posted By: WretchedSid
That's indeed an interesting topic to write about! Anything you want a focus on in particular? We've had a couple of API iterations before we settled on something and there have been substantial changes based on how we used Rayne internally.


If I had to choose I'd say I'm mostly interested in how the different subsystems are coordinated, communicate with each other and so on, and how that eventually is exposed to the end user. There's a lot of options on how to compose such a complex piece of software, I'd be interested in the decisions you took.

Re: The answer to life, the universe and unity3d [Re: the_clown] #444503
08/12/14 22:10
08/12/14 22:10
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WretchedSid Offline OP
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Gotcha. I like the idea. Just to give a real quick and short summary about what you asked specifically, loose coupling and message passing!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: The answer to life, the universe and unity3d [Re: WretchedSid] #444505
08/12/14 22:51
08/12/14 22:51
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WretchedSid Offline OP
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Anyone up for some nostalgia? I was just going through old screenshots and found these gems. Same level, same test project. First one is about half a year old, the other one is around a year old.




Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: The answer to life, the universe and unity3d [Re: WretchedSid] #445775
09/24/14 07:20
09/24/14 07:20
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Soooo, what's going on with this?

Re: The answer to life, the universe and unity3d [Re: the_clown] #446101
10/04/14 21:49
10/04/14 21:49
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WretchedSid Offline OP
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Well, as you may have noticed we didn't say much in the past. As it turns out, being a responsible adult and having a normal life is really shitty for having such a huge side project. Rayne is not dead, but the original mission we had, an affordable, fast and easy to use game engine, has already been developed by Unreal.

There are still things to do for us though and we are not calling it quits just yet, we are still going big or we go home. We just decreased the pacing a little bit. Our day job has been a tad stressful lately (in case you haven't heard it yet, Nils and I are now working for the same company, although Nils is "only" working half time next to University).

So... The dreadful real life caught up with us while we tried to run away from it. If anyone wants to fund us fulltime development on Rayne, shoot us a message! If not, well, we will just take our time laugh


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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