Jeslas Pravin
Jeslas Pravin
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Link previous editor into latest widget system
The latest widget system is completely decoupled from the widget renderer making the switch very smooth.
มุมมอง: 95

วีดีโอ

Integrate existing widget renderer to new GAL
มุมมอง 392 หลายเดือนก่อน
Progress was made on the engine renderer. GAL was integrated into a new engine renderer which now houses the improved widget renderer.
GAL Basics done
มุมมอง 293 หลายเดือนก่อน
Here drawing the revolving overlay quad with texture and resource table using the traditional raster graphics pipeline in subpass. GAL will be the new lightweight rendering abstraction layer for the cranberry game engine. Note that these changes are not yet merged into github.com/jeslaspravin/Cranberry
GAL First Triangle and Quad
มุมมอง 133 หลายเดือนก่อน
GAL will be the new lightweight rendering abstraction layer for the cranberry game engine. Note that these changes are not yet merged into github.com/jeslaspravin/Cranberry
New year 2023 Berlin
มุมมอง 138ปีที่แล้ว
New year 2023 Berlin
New year 2023-Fireworks(Berlin)
มุมมอง 123ปีที่แล้ว
Happy new year everyone
World, Actor, and Component system
มุมมอง 129ปีที่แล้ว
After months of working on my Hobby Engine's core, I am delighted to present to my engine its objects system and World(Scene), Actor, Components, and Prefabs that will work closely with my upcoming asset manager. I have also added a basic renderer to visualize the loaded scene. Here in this video, you can see a really heavy Sponza base scene Colorful curtains from Intel(www.intel.com/content/ww...
Windows and Widgets
มุมมอง 642 ปีที่แล้ว
Integrated multiple windows support with the draw to swap chain of each window separately. Windows and widgets can handle inputs. Everything is running in the main thread, render thread and some CPU culling for lights are done in worker threads. My Job system is publically available at github.com/jeslaspravin/CoPaT
Font and Text Rendering demo
มุมมอง 622 ปีที่แล้ว
This is the base for my Text rendering code in my game engine. Right now it supports TrueType fonts. Glyph substitution required for advanced complicated glyphs are not supported yet. However, I am happy with this for experimentations.
Shadows - CSM(Directional), Spot, Point lights
มุมมอง 1062 ปีที่แล้ว
Added shadows for currently supported lights in my engine. Cascaded Shadow maps for Directional lights. Cubemap based shadows for Point lights. Basic shadow maps for spotlights. Music from: White Petals by Keys of Moon | soundcloud.com/keysofmoon Attribution 4.0 International (CC BY 4.0) creativecommons.org/licenses/by/4.0/ Music promoted by www.chosic.com/free-music/all/
Implemented Image Based diffuse and specular lighting
มุมมอง 1173 ปีที่แล้ว
Implemented image-based light shading in my game engine. Implementation is based on Epic game's presentation on PBR in UE4
Added PBR shading to game engine
มุมมอง 1033 ปีที่แล้ว
Following features are added or improved upon Basic selection using AABB Tone mapping Gamma correction Debug line, Point, and mesh drawing Buffer visuals Basic property editor with ImGUI Lights - point light, spotlight, and directional light Added PBR shading Music from www.royaltyfree-music.com/
Incorporated compute shader and pipelines
มุมมอง 923 ปีที่แล้ว
Got some free time this weekend and I incorporated compute shader and pipelines into my engine. Also finished adding ImGUI abstraction
Gooch shading model
มุมมอง 4903 ปีที่แล้ว
Implemented the Gooch shading model with deferred rendering in my hobby game engine. #vulkan #gameengine
First static unlit mesh pipeline
มุมมอง 904 ปีที่แล้ว
My first somewhat okayish pipeline created using reflection to upload buffers and create Pipeline states, Descriptor layouts. Even though many aspects of pipeline is now automated there is still a lot of manual work and In future planning to solve those.
Unreal Engine 4 - Chaos
มุมมอง 2.1K4 ปีที่แล้ว
Unreal Engine 4 - Chaos
Toon Water Unreal Engine
มุมมอง 3225 ปีที่แล้ว
Toon Water Unreal Engine
Reactive Environment - Unreal Engine 4
มุมมอง 4615 ปีที่แล้ว
Reactive Environment - Unreal Engine 4
Vulkan Graphics API - Pincushion and Barrel Distortion Simulation - VR
มุมมอง 2645 ปีที่แล้ว
Vulkan Graphics API - Pincushion and Barrel Distortion Simulation - VR
Quest Plugin Demo Saving Data from Quest Manager
มุมมอง 3926 ปีที่แล้ว
Quest Plugin Demo Saving Data from Quest Manager
Avenge #10 Saving Game
มุมมอง 276 ปีที่แล้ว
Avenge #10 Saving Game
Avenge #9 Modular Assets
มุมมอง 706 ปีที่แล้ว
Avenge #9 Modular Assets
Avenge #8 NPC Dialogs and Quests
มุมมอง 576 ปีที่แล้ว
Avenge #8 NPC Dialogs and Quests
Quest Plugin Demo - Result Based Choice using Dialog chat UE 4
มุมมอง 3596 ปีที่แล้ว
Quest Plugin Demo - Result Based Choice using Dialog chat UE 4
Avenge #7 Quests and Events
มุมมอง 436 ปีที่แล้ว
Avenge #7 Quests and Events
Avenge #6 Compass,Inventory and Other UI
มุมมอง 246 ปีที่แล้ว
Avenge #6 Compass,Inventory and Other UI
Avenge #5 New Gun and Ragdolls
มุมมอง 726 ปีที่แล้ว
Avenge #5 New Gun and Ragdolls
Quest Plugin Demo - Play test a Created Quest (UE 4)
มุมมอง 2556 ปีที่แล้ว
Quest Plugin Demo - Play test a Created Quest (UE 4)
Quest Plugin Demo - Quest Based Branching (UE 4)
มุมมอง 1796 ปีที่แล้ว
Quest Plugin Demo - Quest Based Branching (UE 4)
Quest Plugin Demo- Simple and Objective Branch Quest(UE 4)
มุมมอง 1.2K6 ปีที่แล้ว
Quest Plugin Demo- Simple and Objective Branch Quest(UE 4)

ความคิดเห็น

  • @ablenderuser7158
    @ablenderuser7158 ปีที่แล้ว

    👌

  • @subityJerald
    @subityJerald ปีที่แล้ว

    Awesome 😎

  • @DynsProduction
    @DynsProduction 2 ปีที่แล้ว

    do we need c++ knowledge to use your quest plugin ?

    • @JeslasPravin
      @JeslasPravin 2 ปีที่แล้ว

      No you don't need(Blueprints and Unreal asset system is enough), However it will helps much for you if you know CPP.

  • @BestAnimations
    @BestAnimations 4 ปีที่แล้ว

    You have to be a programmer to use it. I want to installed the github build version so badly but I can't even begin to understand how to do it. Just have to wait. Big time bummer.

    • @JeslasPravin
      @JeslasPravin 4 ปีที่แล้ว

      If you are artist , then I am sure when chaos comes out it will be far more easy to achieve something a lot more impressive and good looking than this. This was just a result of me trying to see how chaos works internally. :)

    • @BestAnimations
      @BestAnimations 4 ปีที่แล้ว

      @@JeslasPravin Yah. I just have to wait. What you did was cool. I would have never thought of that.

  • @bencsizy2559
    @bencsizy2559 5 ปีที่แล้ว

    Looking really good! Are you using render targets in code literally?

    • @JeslasPravin
      @JeslasPravin 5 ปีที่แล้ว

      Thank you, Yes I am using render target to write explosion, rain droplets to texture and also for capturing vertices above certain surface in this case water and snow or mud. After that for writing out texture back from compute I am using modified Dynamic Texture which you can find code here github.com/jeslaspravin/ReactiveEnvironment/blob/master/Plugins/ReactiveEnv/Source/ReactiveEnv/Public/Texture/ResolvableTexture2DDynamic.h

    • @bencsizy2559
      @bencsizy2559 5 ปีที่แล้ว

      @@JeslasPravin Thank you for your answer! If you have time, could you create a tutorial about setting up compute shaders in UE4 and how to use them? I am really interested in it, but the available info on how to do this is very scarce. A very simple example would be enough, like filling up a texture with red pixels and then reading them would be enough too to get started in this topic. I checked out your code folder, but it has lots of code and I am not sure which shaders are necessary and which arent.

    • @JeslasPravin
      @JeslasPravin 5 ปีที่แล้ว

      @@bencsizy2559 Sure I'll do a tutorial on using compute shader in Unreal when I get some off time.

    • @bencsizy2559
      @bencsizy2559 5 ปีที่แล้ว

      @@JeslasPravin Thank you, I'll be looking forward to it!

    • @Chris-qk8uz
      @Chris-qk8uz 4 ปีที่แล้ว

      @@JeslasPravin Still thinking about a tutorial? :) You'd be the first to do it I believe.

  • @chris132boss
    @chris132boss 5 ปีที่แล้ว

    Where should one start to learn how to implement VR to a vulkan renderer? I guess instead of rendering to a window (glfw e.g.) you would render to a VR class surface, and take input from the same class (hand position etc). Having working VR would give so much more motivation to expanding the vulkan renderer.

  • @fuzzycat3651
    @fuzzycat3651 6 ปีที่แล้ว

    Cool! I want to maybe start learning Vulkan. Could you point me to any good resources?

    • @JeslasPravin
      @JeslasPravin 6 ปีที่แล้ว

      I followed this one for getting started vulkan-tutorial.com/

    • @fuzzycat3651
      @fuzzycat3651 6 ปีที่แล้ว

      Thanks!

    • @JeslasPravin
      @JeslasPravin 6 ปีที่แล้ว

      Happy to help :)

  • @retro_iq458
    @retro_iq458 6 ปีที่แล้ว

    How to download it???

    • @JeslasPravin
      @JeslasPravin 6 ปีที่แล้ว

      RETR0 you have to purchase from Unreal market place www.unrealengine.com/marketplace/easy-efficient-quest-creator

  • @moviemirror861
    @moviemirror861 7 ปีที่แล้ว

    Jeslas un voice ah ithu nambave mudiyala midnight la record panni iruppiyo.... and you are not only developing games. u r developing urself also.... keep it up jeslas.... i am waiting for your full developed game and i want to play it myself :D

    • @JeslasPravin
      @JeslasPravin 7 ปีที่แล้ว

      Thank you for kind words,Sure ! i will share it once i complete the dev. Regarding voice i tried few free screen recorders but none of them are suited me.So atlast i used window's native screen recorder.Planning to use Nvidia shadow play next time.