• Pragma - A work-in-progress multiplayer sandbox engine
    155 replies, posted
[video]https://youtu.be/5tohPQfRsyA[/video] Now with (limited) support for faceposer scenes! [QUOTE=paindoc;52757083]isnt Sandbox using UE4? SilverLan has built his own engine from the ground up, which is (at this point of development) probably why his engine is so flexible. plus, that and code familiarity mean he can rip out additions and features much faster than he could if he had to learn to use UE4 [sp]also UE4's code is pretty gross on the backend imo, 2much macro abuse and I'm betting SilverLan's C++ code is something to behold[/sp][/QUOTE] I'm a little disappointed when I see how even most modern games and engines still stick to C++98 (I haven't looked at UE's code though). Modern C++ results in much cleaner code and removes almost any reason for using macros in the first place. [QUOTE=Vilusia;52757393]Watching you developing this engine has inspired me to work on my old game stuff again. Thanks for that :D[/QUOTE] Glad to hear that. :) Good luck on your projects. If you ever need help with game-dev related stuff, feel free to hit me up on steam!
[QUOTE=Silverlan;52765504][video]https://youtu.be/5tohPQfRsyA[/video] Now with (limited) support for faceposer scenes! I'm a little disappointed when I see how even most modern games and engines still stick to C++98 (I haven't looked at UE's code though). Modern C++ results in much cleaner code and removes almost any reason for using macros in the first place. Glad to hear that. :) Good luck on your projects. If you ever need help with game-dev related stuff, feel free to hit me up on steam![/QUOTE] [URL="https://www.youtube.com/watch?v=PJwd4JLYJJY"]C++17 and the power of "constexpr-if" makes things even more awesome[/URL] ([URL="https://github.com/CppCon/CppCon2017/blob/master/Presentations/constexpr%20ALL%20the%20things/constexpr%20ALL%20the%20things%20-%20Jason%20Turner%20and%20Ben%20Deane%20-%20CppCon%202017.pdf"]pdf slides link[/URL]), you can do so much work at compile-time and eliminate macro's nearly completely, indeed. (in the talk, they work on a compile-time json parser :D). I already figured you use modern C++, but I'm glad to know you do for sure. Have to agree on being disappointed how much C++98 I see: things like EASTL might be needed to replace STL containers, but there's still tons of C++11/14/17 stuff that can benefit a project nonetheless (unique_ptr <3, <algorithm>, <future>, lock_guard/scoped_lock, string_view, etc). I love keeping an eye on this thread because it keeps me inspired, and has gotten me to work on personal projects a bit even on days where I'm exhausted from work.
[video=youtube;zox_QZvGIJQ]https://www.youtube.com/watch?v=zox_QZvGIJQ[/video] Nobody's updated this thread in a while, so Silverlan has added support for importing SFM scenes... sort-of.
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