mellinoe / veldrid-samples

Sample projects for Veldrid
https://mellinoe.github.io/veldrid-docs/
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Useful sample request... #3

Open Perksey opened 6 years ago

Perksey commented 6 years ago

Not saying that the other samples were bad or anything, but shouldn't there be a sample explaining how one would go about making the scene that seems to be advertised everywhere in this project?

image

Perksey commented 6 years ago

I'm not talking about making that specific scene, but just a sample showing the process of loading a mesh and viewing it from an angle.

mellinoe commented 6 years ago

There are certainly a lot of holes in the sample projects currently, especially in the beginner area. I'm hoping to be able to spend some more time on this in the near future, and to write more complete tutorials / blogs about using Veldrid.

By the way, those images are rendered from the NeoDemo project over in the Veldrid repo. While it uses some nice, high-quality techniques, the code is fairly messy and disorganized. So it is not ideal as a sample project. I use it mainly as a more complete test program for things that can't be easily unit-tested. I would like for the techniques used there to be easily understood from the projects here in this repo, though.

Perksey commented 6 years ago

Yeah... If you like I can do an automated code cleanup and PR (on the main repo)

On Mon, 7 May 2018 at 04:25, Eric Mellino notifications@github.com wrote:

There are certainly a lot of holes in the sample projects currently, especially in the beginner area. I'm hoping to be able to spend some more time on this in the near future, and to write more complete tutorials / blogs about using Veldrid.

By the way, those images are rendered from the NeoDemo https://github.com/mellinoe/veldrid/tree/master/src/NeoDemo project over in the Veldrid repo. While it uses some nice, high-quality techniques, the code is fairly messy and disorganized. So it is not ideal as a sample project. I use it mainly as a more complete test program for things that can't be easily unit-tested. I would like for the techniques used there to be easily understood from the projects here in this repo, though.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/mellinoe/veldrid-samples/issues/3#issuecomment-386947608, or mute the thread https://github.com/notifications/unsubscribe-auth/AKpMIwVWLjAly3Bz9KHsv_mEB3kCNflDks5tv762gaJpZM4T0M-c .

mellinoe commented 6 years ago

It's not really a matter of simple code cleanup, I think. The code style/formatting is fine, and that's all you could reliably fix with an automated tool. NeoDemo just isn't structured in a way that is good for a "sample project". It's a messy grab bag of tons of features in lots of random places, because I wanted to get good coverage, and I've changed it a bunch over time as Veldrid itself evolved. It would probably be better to have several projects, or a tutorial series, that work up to the fulfeature set used in NeoDemo. Like:

  1. How to render an obj file
  2. How to set up a scene with many obj files, with frustum culling
  3. How to draw alpha-blended objects (sponza foliage)
  4. How to draw a directional light (no shadows)
  5. How to draw a skybox
  6. How to draw directional shadows
  7. How to draw point lights
  8. How to use cascaded shadow maps
  9. How to use MSAA
  10. How to draw planar reflections
Perksey commented 6 years ago

Yeah defo, cause right now I can't seem to process the NeoDemo program XD

A tutorial series on this would definitely clear things up.