GaijinEntertainment / DagorEngine

Dagor Engine and Tools source code from Gaijin Games KFT
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What is dagor6 and dagor4 in the commits? #47

Closed marcikaa78 closed 5 months ago

marcikaa78 commented 6 months ago

I just saw these 2 in the commits nooow im a little bit confused what dagor version is this repo.

NicSavichev commented 6 months ago

There is some confusion. DagorEngine in github repo is the latest version of engine, referenced as 6.5. But historically our internal repo is named dagor4 (since 2016), and before that some parts of code were named dagor2 or dagor3 (e.g., dagor3_cdk and daEditor3). I'm trying to remove misleading numbers from code but it is not always possible or easy to do. So just to clarify, DagorEngine version is 6.5 (and it was essentially the same as our internal repo that we use for games on 2024/01/02). Upcoming update will not change version number, it is still 6.5 (but we could add one more minor subversion since some API have changed significantly)

marcikaa78 commented 6 months ago

I saw an issue about an include(GamePhys)(https://github.com/GaijinEntertainment/DagorEngine/issues/33), if PhysX is not proprietary (https://github.com/NVIDIA-Omniverse/PhysX) why is it removed from the public repo?

If WT or Enlisted, CRSED uses Physx obviously.

NicSavichev commented 6 months ago

We end up with using thin wrappers for 2 phys engines - Bullet-3 and JoltPhysics. Previously we supported PhysX-2.8, Newton, Meqon, TrueAxis and UniginePhys, but all these are now dropped. It have much cost to support different phys engines under unified thin API. Also we tried to migrate from PhysX-2 to PhysX 3 (and then 4) but performance was worse that of 2.x so JoltPhysics looked much better. I don't know whether PhysX4 can be compiled to consoles but it is important for us to build physics from source code for all our target platforms.

NicSavichev commented 6 months ago

If WT or Enlisted, CRSED uses Physx obviously.

Non of them use PhysX (besides small part of WT for destructible objects that uses older PhysX Apex lib)

marcikaa78 commented 6 months ago

I thought all Gaijin games were using Havok lol

marcikaa78 commented 6 months ago

And is DaRG JS,HTML or C++?

NicSavichev commented 6 months ago

daRG is quirrel-script based ( https://github.com/GaijinEntertainment/quirrel )

marcikaa78 commented 6 months ago

How to make a DaRG UI show up when you launch the sample/game

NicSavichev commented 6 months ago

Currently uploaded samples don't use daRG (I mean, physTest, skiesSample, testGI), so you can see and test daRG snippets only in dargBox (built with other tools). New upcoming sample will have some daRG UI but I think it is subtle (key hints and in-game menu of 2 items - Continue and Quit)

marcikaa78 commented 5 months ago

when will a new release happen?

and why is an apex legends controller photo in dargbox lol

P.S: and what components are C used for instead of C++?