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Mirage Engine Latest Updates

Since my last post about “Mirage”, I had the chance to work on different branches in adding several new features to the engine. And while it is a complicated long term project & a side project as well, the progress becomes slow, but still happy with the outcomes regardless the amount.

Screenshop
Mirage now have a new tool called Screensho[p], which by that weird name you can easily guess it is the screenshot-ing tool in within the engine. Now no need to capture screens with a third party helper app or any external tools.
There is now a full screenshot-ting support that is copying right away from the buffers to a new imageview.
In the past years I had the chance to work with several commercial and in-house engines, while those engines either not allowing you to do screenshots without adding your own solutions (Unity as commercial example requires you writing editor extension for that goal), or giving you the opportunity to capture screenshots with many limitations (Unreal for example as an existing limited tool) such as file format, UI capturing and quality.

While writing the Mirage in-engine screenshot tool, I decided to start adding more options, like file format and UI which used to annoy me a lot with in in-house engines more than commercial engines. While in something like Unreal UI will not be captured, in Unity it will be captured, and will look ugly most of the time!

Check out the UI in this Unity based game I made earlier, it is captured using a Unity editor extension I made

Next step will be adding more functions to scale up the image. But yet, satisfied with the current options and generated captures….May be not satisfied with the JPG captures 😀 but what can we do JPG is JPG after all!

Another interesting part (for me at least) regarding this feature, was checking for & creating a user folder. It is something i didn’t think about it yet. The engine will need to store many values and/or files & user settings. So I decided to start handling this now while not much data need to be stored yet. And for the first time in the past ~8 years to handle such a thing in pure cpp. Have always been doing system/files related stuff either in C#, .Net or Py as the most common interfaces with any engine/API I used to use. And coming after those many years of dealing with Windows[C# & Py] to windows[C++]; I only must say, dealing with windows system in c++ got a lot worst over the years!
And btw, the engine footage in this article, in addition to the post featured image, are captured with Mirage’s Screenshop tool.

HDR & Cubemaps
While working on loading textures to test out models loading & the PBR shaders, I started in a new branch to load textures, as yet all the models were using color based textures. Yes Mirage yet can load textures to sample on meshes, but limited usage, so it was the time to expand that feature and make it BIG. And glad to say that Mirage by now can not only load all textures formats (JPG, PNG, PSD, TGA, TTF,…etc), but also all types.
For example apart from the common file format for images, Mirage can read HDR & KTX at the same time as high ranged images, and for each can load as HDR, LDR or Cubemap. All those options can be found in other engines of course, but not all of them at once!

A capture showing couple of PNG, JPG loaded along side to an HDR & RTX. Youll notice that the seleced image format is R8G8B8A8 while being HDR image as you can see, this is because for that example I done conversion from HDR to LDR

While I’ve to stop now, there are many other features been added, such as MSAA, VSync, Editable Wireframes, CollectionAssets, TurnTable Matrix, Editor options…. and much more, will sign off for now, and will be posting again about other things when I get the time. If you’ve any questions, feel free to reach out!

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Penguins of The North – Editor Updates

By now, you probably heard about my super old game Penguins of The north, either here, FB, YT or Twitter. If you don’t, then in a nutshell, it is one of those endless games, that i never feel it is the time to finish its development 😀 Funny thing, I’ve started this game almost 10 years ago. It went from idea, to 2d game, to 2.5d game, to 2d game again, to real 3d game, to 2d game (AGAIN), to a 2d game with level editor (now)!

POTN started many years ago as a kind of jam game, called Harmonics at that time, and then been polished an updated in 2013 to a 2.5d version. Later on I decided to take it further to be a full complete game, and set the theme to be 2d rather than 3d. I felt in love with penguins as creatures to replace my unknown old Harminion weird creatures, and that was a good decision, as the game passed steam’s greenlight (oh,…when greenlight was exist!). It moved to a full 3d version that i’ll share about it later as postmortem when the game get out! But while the two games seems a lot different, but they have always been the same project, same code base & same folder!

All that was great, but the real anchor point for that project, and the reason it never ended, is the level editor!

At somepoint in the game lifecycle, I’ve decided to add a level editor to help me iterate faster in creating new levels, not only that, but i can share an editor executable with my friends to toy with, and i get their final *.POTN files to check them out, and put the interesting ones into the game.

But editor meant more work for me to do. As my goal have always been a runtime editor, where at any moment you can show the editor and edit the level, and save it. So every single element of the game have to be in a good synchronization with the editor, and the vise versa! With some exceptions in mind, things that takes time to add, but it makes more sense, something like death situations that have to be ignored while editor UI is exist, but restart the level if you are in game mode. Again, this was not means to be editor where i create the game, but editor where the game can be edited at any time!

And what i wanted to share here today, is the most recent update in the Editor, you can see it has more functions now, better and unified UI, and most importantly, better experience to have the game living while being created!

Also I’ve noticed that the game page on the Unity Connect hub became one of the most visited pages in there, it’s been long time since i created this page, but seeing this huge interest in the game is really impressive. I don’t usually keep an eye in there, but seems I must do now!

https://connect.unity.com/p/games-penguins-of-the-north

At the end, I’ve posted this over twitter long time ago, and I’ve reposed it today, but it is good one to leave you with 😉

 

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Graphics debugging in Mirage

After Vulkan based investigations I made few years ago, I started right away in my self-driven-like-a-lost-fish-in-the-ocean heavy experimentations in order to prepare the path for myself to start in creating a Vulkan (only) based engine. Till this moment I’ve built several 3d apps/engines, two crappy ones (one crapy & one crashy!), and the current one which is in progress and (hopefully) will be the best of the worst! The first two iterations contained a ton of branches at the repository, enough to confuse me, not to mention the thousands of lines commented either because it is not working, or because I was testing with. And crashes all the time for no safety or assertion check!

I learned a lot since that post, especially because I was officially super far far away from graphics coding for near a decade (fixing Unreal bugs or writing shaders not really something to count -_-). Glad to say, a TON of lessons learned from trial & error and happy to say no hardware loss yet =D. But the most important lesson was the must of getting as far away as possible from using short cuts combinations, as I always either forget them, or re-assign several tasks to the same short cut, and sometime it get worst (keep reading about that unique case). And try more to invest in a better solution. Today’s issue that I want to highlight as part of the short cuts, is the debugging, view-modes & visualizations.

Since I started at the first engine iteration, NSight and Renderdock have always been my lovely friends, can’t deny the great help i got from them, not only to detect issues, but also to learn more about the new API. But at the same time can’t ignore the time get wasted sometimes to visualize or dig deep into something related to my passes or shaders. Not to mention that I was assigning the debug views into the numeric keys in my keyboard next to tilde’~’ (0-9) but as soon as I exceed that number, it started to be messy and a big as hell issue from all aspects!

Coming for a huge Unreal Engine based background, I must get some inspiration, I’ve always admired the tools in there, the ideas and the quality is top notch, so I decided to learn from that good user experience, and try to do a similar thing.

I loved this endless list of Unreal Engine viemodes and visualizers, and I found it will be a good milestone for my engine, in order to make it more usable and user friendly, even if it is not something that will be used by millions of users, but still, making it great is a priority in order to push my productivity and experience. So,…I started working on it!

After I finished adding similar solution, and I became very satisfied about it, and freed the memory allocated in my brain to remember near 20 use of keys and combinations. I came to the two major question I always like to ask:

  • How to make my implementation different from the inspiration source “Unreal Engine”?
  • How to make it better than any other engine exist?

I run away to check how Unity implemented this user experience, at the end of the day, Unity3d & Unreal Engine is the most common and diverse with features free and accessible engines out there. Unfortunately found it handled through the post-processing stack profile new thing. Which makes it much less usable than Unreal Engine, and makes it far away from my goals.. Making it better. But I appreciate the ability to edit parms foreach mode! Which became an inspiration for something else (will discuss in another post).

This led me to a bit of confusion, but that was good phase, and now I’m really happy to be confused. Because this confusion made me decided to add one more essential question to ask myself, which should help me in defining the how of making the inspiration better. The question was “Why I want it to be better than Unreal Engine ones?” ! The How doesn’t matter, or in another meaning, the How will be easily defined by the Why.

While I used to use Unreal 3 and now 4 for almost a decade, and have always been happy user and satisfied with those type of tools in there, asking myself the “Why” question helped me to see what been a hidden element in my user experience, and putting my hands on the reason that could led to decreasing my usability sometimes. That hidden element was the ability to compare between different views or buffers at the same frame in a decent way. I know Unreal have the “Overview” thing, but this show several buffers, far from each-other and even worst, in tiny squares.

For me, most of the time I was flipping between different views to check for whatever i look for. When I had those modes linked to the keyboard buttons in my code, I was able to toggle quickly between any two different viewmodes or buffers, and check whatever I’m seeking. So, my issue in the mapped keys was the hilarious numbers of shortcuts I need to remember, but my blessing with the mapped keys was the ability to compare in an efficient way. Voilà !

And that was the outcome of this personal brainstorming. To make it better, I need to fulfill the need of being able to easily compare the modes/buffers.

As soon as I switch to anything, but the final lit mode, a tiny lil slider will show up, to allow me in doing the “Split Visualization” of the modes. Not only that, but also I can compare two different materials/shaders assigned to the same mode (you can see cell shaded material in the video below for example). Later I’ll blog more about my implementation for the viewmodes, as there are some nice stuff going on under the hood, and some optimization tricks I made in order to not fall again into the issues or crashes I got at the first iteration. Not to mention some Vulkan tricks been learned the hard way.

Last time I blogged about Vulkan I said I’m 50/50 sure about it. But after ~couple of years by now since I started with VK, and more than what I ever wrote of lines been written in those crappy engines, I’m glad to say I’m 99% sure about it. And no\ way back to OGL! I’ll try to blog frequently about Mirage engine, and if all goes smooth to the end of my plan, I might put the entire Mirage source online. Not sure yet!

And of course, the model is Emily.

 

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“The Way You Are” UE4Jam-Spring2018

I decided not only to take the chance to participate in one more jam…well the first attempt this year, but also I decided to complete finish, and submit it 😀 also wanted to do some change in my process, so I decided to do a 95% story & visuals driven game, with a 5% simple gameplay.

The main idea was to make something unique, new, and can make difference. I always pay very strong attention to the visuals and the gameplay (usually puzzle mechanics) for all my jam entries, so the plan was to get a whole different jam experience this time.

Games have to be meaningful..

try it!

Play

 

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GPU driven AI navigation system in Unreal Engine

It’s a new experimental system where I’m trying to move the AI navigation to the GPU, in order to make simulation for massive crowds super doable at run-time. The starting point was in getting 1000 agents running smoothly, and within the latest iteration the system was able to handle 40,000 agent at 10ms (~90fps) ! Currently no dynamic shadow support for the agents and animation tree shall not be complex, still a lot to do in order to make a LoTR battle running at runtime smoothly!

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Realtime Skeletal/Animated mesh procedural destruction

I’ve always been amazed by the procedural realtime destruction in some games like battlefield, and this inspired me at some point in trying to figure out an integration and pipeline that can allow for the next step of awesomeness, which in my opinion is the same level of battlefield destructibility, but for animated meshes/characters.

Here is the Reddit (Game Physics Sub-Reddit) post, where I replied to some questions and there were lots of ideas and good discussions which could be useful to you:

[Unreal Engine] Realtime Skeletal/Animated mesh destruction! Don’t ever underestimate what a pink mannequin can do! from GamePhysics

And here are several other videos showing other aspects of this physics technical prototype.
SloMo video for the contact moments.

One thing worth mentioning; the main reason for the video above, was not only to show the affect where it accurately takes place at the hit points and get transferred all the way to the entire body, but also to showthe procedural nature of the destructions variations through the parameters of the voronoi.

Video showing the action with full speed, FPS counter & Physics stats debugging.

The video for the GIF above, where you can run it at 1080p

 

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“Plugzzz”, My entery for Ludum Dare #39

It’s been a while, but things was going a bit crazy with me. Anyways, I wanted to share this quick game I made for ludum dare. Enjoy it!

Play The Game

-m

Hello Vulkan!

Well, not so long ago, Khronos Group released the new (and promising imho) graphics API called Vulkan. And as you know, I’ve always been Khronos & OpenGL supporter against the invasion of the DX since my first attempt to write 3d. Don’t get me wrong; DX is not bad at all, it is SUPER powerful, but I’m just not feeling good with it, not to mention how much I love the core idea of cross-platform-ability (which Y i love UE4 & U3D), and with that in mind, I then decided to give this new volcano baby a try!

After tons of tries, failures, readings, ..I’ve to say, performance wise so far didn’t feel any difference, as all that time I spent getting familiar with the thing, back on the track again in writing 3d and most importantly getting to understand about this new API & it’s methodology and try to display something..ANY-THING.

Eventually I was able to put that quad on the screen with a decent texture loaded & a light source in there. While in another era I would say it is an easy job to do, but that only would be from the perspective of the OGL guy within. While this could be done in OGL in less than 200 lines of code (or even less than 30 lines without a texture), I was able to do this in Vulkan with over 1k lines.

To be fair, all that long code for such an example, is gonna be super useful in the future in terms of being reused to handle many things.

Of course no one like writing more, but at Vulkan’s case, writing more came from only one fact, that you have more and more control over every single thing you want or even imagine to do, which was not always the case in OGL for me.

There are many question in my head, and more possibilities I want to try. So I would say the end of this experimental project can be considered as the start of a bigger project based on being fascinated and inspired by this new fresh API.

I’m kind of 50/50 considering a full & final divorce from the old OGL girl, and go with the new one Vulkan! I see a lot of potential in there! And it seems fun, and wherever fun is, I’ll always go after it!

-m

A typical day, Devlog 5

Good morning, or Good night..It depends !
Any game depends on scoring by collecting items, must have an attractive item to collect, as it will be catching the player’s eye/interest the majority of the gameplay time. Most of the casual games (~80%) of it depends on collecting “Coins“. but my Toucan will be collecting something that is more tasty delicious & worthy ^_^ Its “Mango“..

I spent all the night trying to take some decision of how to make that fruits looks nice. I was hesitating to make it 3d or 2d. I started with the 3d solution as it is the quick way for me, and the easiest for me as well. When I was thinking about the spinning coins in the other casual games, I was thinking to make my mango spinning or at least floating in the air. But with my thoughts about spinning it, it gave me only choice, to make it 3d.

3dMangoScreen Shot 2014-08-12

I know, it looks a lot like Crash Bandicoot’s Apple..It is one of my favorite games and I must get inspired by it. But let’s face it, When I entered the*. fbx file into the Editor, I realized the forgotten truth, that I’ve to insert a light in my scene to let the Spinning Mangos appears ! otherwise they will remain back…and it does make sense. It might be normal thing, but for me, as long as the main character, environment DOESN”T need any light (as it is 2d assets), so I have to find another way to avoid using lights ( not a big fan of it in 2d games, unless it is essential for the game play, let’s say a dark 2d cave with some flames!).

So I decided to go with the hard way…. ;( make it in 2d. I kept making several versions of this damned mango, and it never looks as good as it should be. Until I realized one thing, thought I never read about it, but I figured it out with trial and error with several drawings and renderings. 2d also have surfacing techniques!

2dMangoScreen Shot 2014-08-12

With a small, mini, tiny, little trick; which called radial (none liner) gradient, I was able to give the mango the feeling of a rounded surface. I found that the issue I had it was not in the Mango shape itself. neither in the mango colors too. But it is in how I spread that colors to fill the 2d shape. Glad that I was able to learn something new that night, and that new thing, made me start to re thinking about what I’ve already done from 2d art, and thinking about going around it and try to sue that solution with some background elements.

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A typical day, Devlog 4

Hello, I know it have been a bit long time (4 days) but in that 4 days I was working in another game along side with my dear game. The other game is a iOS/Android game for a friend, he is a designer and artist and I always hoped to contribute with the programming side with him..Anyway more details about it in the next week.

Back to the original topic of that post, as you know I’m not an artist, but for some reason I was always been able to draw characters only, never been able to colorize them until the moment I started making this game. Anyway, for some reason I never been able to draw nice environments, and as this game will have only one background (thanks god to have only one ), I decided to make it as best as it could be.

So, I downloaded several games based on vector art (into my iPad), played them and tried to capture the background soul from those games. So, it was a bit hard to get a tree from a game and sky from another game, but at the end I was able to draw this final image. It wasn’t that cool until I added the same effect from the Toucan images.

I also Start making the gameplay logic, prepared the project settings, fixed som issues related to the sprite material as it was not showing the colors as I imagined it.

image-00bca6465f38be42916dca0a20fa00517607ced80ec80d21b542335b07bccc01-V

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