Now that I do know. Low level programming classes are the WORST! They make you use all these outdated or otherwise useless techniques, when you know of a hundred better ways to do what they are asking. Thing is, if you do it the correct way (in real life, not the way they want), you fail. It’s really dumb, and I’m sorry you have to put up with it.
Actually, that’s quite normal and it may seem dull and stupid, but then you’ll realize how useful it is. Some people have the same reaction towards graphic design. Most Universities won’t even teach how to use Photoshop. You’ll do everything hand-made, the first semester you may ask yourself why, but then when you go down into doing hardcore stuff, you’ll see how natural everything feels later.
Did you know that the most payed positions aren’t nowadays for C++ users, right? Mostly are for pascal, cobol and several other programming languages mostly because they’re so old there aren’t enough people to use them properly. And a lot of banks haven’t yet updated their systems. Never disregard any kind of basic knowledge, you never know when it may come in handy ;D
Now, on topic: I just hope my DX10 vga -nvidia 9800- can handle the , it barely handles UE4 on its own lol
Ok. Don’t want to drag it to long, but I think there is huge difference between basic knowlegde and coding computer program on paper.
I know only basics of pascal. But with some proper editor I could prolly write program in it, in less than hour. The real challenge is learning the framework and API.
Go get’em mate ! Goodlcuk and Godspeed !
Sorry to tell you man, but dx 11 only. Well, it maybe could be done to work on dx 10, but that ain’t gonna happen any time soon sadly
looks lovely. Keep up the good work!
Define useless and outdated. Assembly? You likely won’t write ASM, but being able to read it is extremely useful debugging, especially if you must do so cross-platform. Memory management? More important now than ever. Insertion sort may be simple, but in practice its actually damned useful as most tasks actually require you to keep something sorted, rather than sort at once.
I do think Linked lists are almost never useful, though.
Agree that there are a lot of low level stuff that is really useful. To be honest, I love low level programming.
I’m gonna speak for my course, but here they make us learn Pascal. They say they teach the basic of programming, bur what they evalute is actually how you can solve things on Pascal on a sheet of paper, or not even that. For example, a topical question of the first exam, that is multiple option is a pice of Pascal code and the question is “what does the program prints on the screen after running 3 times?”. Quite useless if you ask me.
Anyway, don’t really know why I started all discussion, let’s stay on topic people
Yeah, anyhow. Don’t worry about the DX10, if I can use the and then test it on another computer with the build, is fine by me
Just so we are on the same page, it won’t be a . I’m working directly on the source, so the idea is to get it stable enough so that It can be joined in the main branch. There’s still a lot of time between now and then . I’ll release a couple demos, just wait… And I’m gonna need some kind of open beta to test it, but I’m still unsure how to do that, as I believe the EULA forbids me from sharing builds of the engine. Binaries I mean. But that’s a problem for another time, there’s a lot of work left to do before I get there
. You can share your branch
I know, I know. I just don’t want to share the code until I’m closer to integrate it, hope you understand
Yeah by the way if you want beta testers I am here whenever you are ready
I finished my exams people! (at least until February), so that means I’ll be coding 24/7. I want to solve a few stability errors first, one that I can’t select the objects on the editor with AHR enabled, and the other that when I run the game, the GI buffer gets all distorted, like there’s some kind of mixed resolution error. After I get that two things working, or at least I pin them down, I’ll get to add RSM, and after that the basic implementation should be working, as the code for the GI tracing is already there, but given I don’t have RSMs yet, I can only output AO. I expect tracing times to be mostly the same, but can’t talk about the RSM bulding time. BTW, I have thought of a method to voxelize the static geometry only once, so that should increase performance quite a bit.
Cya!
EDIT: One of two solved. The “can’t select objects thing” was solved just by moving stuff around. Seems to be working now
EDIT 2: Well, solved the other thing. Was that the editor had reverted to the lowest quality settings for some reason. Working now
Well people, Merry Christmas ! I fixed a few errors on my voxelization code, and now I’ll get into RSM. Well, I already played with them, but I can’t get Epic’s implementation to work. What is the matrix I have to use! I tried a lot of things, but can’t get the projection to work on the tracing side. If anyone knows that, will be really helpful, as that’s the only bit left until we have full GI + reflections. Anyhow, I think I’ll code my own RSM path
Merry Christmas to you , hopefully before the new Christmas you’ll be working at EPIC.
One can dream right?
We need a moderator or someone from Epic right now ! Try to PM some of them .
You know anyone? I actually I don’t know who to ask
Is only the matrix really, if I solve that I’ll have GI and reflections working
Give Answerhub a try: https://answers.unrealengine.com