![Game Engine Programming 025.2 - The geometry asset class | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
In this video, we're going to define the geometry asset class which we can use to unpack imported mesh data. (Green Episode)
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keywords: mesh, geometry, vertices, asset pipeline, level of detail
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![Game Engine Programming 025.1 - Writing geometry data to a memory buffer | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
Now that we're able to generate geometry using the content tools, we need to send the data back to the level editor so that it can be processed further and saved to an asset file. In this video, I'll finish the last part in the C++ side that's needed to pack and send the data to the C# side. (Red E…
![Game Engine Programming 024.4 - Processing vertex UVs and packing for GPU | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
Today I'd like to continue and finish the vertex processing routine. First, I'll write a function to process the UV coordinates similar to what we did for vertex normals. Then I'll pack the resulting vertices in a final format which will be loaded to the GPU and used in the vertex shader. (Red Epis…
![Game Engine Programming 024.3 - Processing vertex normals | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
Now that we have some initial data for a mesh, we can go ahead and write the processing part of the geometry pipeline. In this video, I'm going to write a function that determines what the normal vector should be at each vertex. Using this function and a smoothing angle we can define soft edges and…
![Game Engine Programming 024.2 - Generating a plane grid procedurally | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
Previously, we defined most of the data structures that we need when we want to import or generate 3D geometry and we also set up the primitive mesh generation and defined some functions that we can use to generate meshes. Today, I'd like to write the simplest one of those functions which will gene…
![Game Engine Programming 024.1 - Setting up the geometry pipeline | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
In this video, I'll set up the foundation for Primal Engine's asset pipeline and we'll start with defining data structures needed for importing and generating 3D mesh geometry. (Red Episode)
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keywords…
![Game Engine Programming 023.3 - Finish hosting Win32 windows in WPF | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
Today we'll finish pretty much everything that we need to do to host and interact win32 windows in the level editor.
(Green Episode)
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by Arash Khatami
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![Game Engine Programming 023.2 - Handling resize for hosted windows | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
In the last video, we managed to host a native Win32 window in the level editor which is a .Net Core application. Because we're doing this to render graphics, we need to update the dimensions of the hosted window whenever it's resized. Today, we're going to look at how we can receive windows messag…
![Game Engine Programming 023.1 - Hosting a Win32 window in WPF | C++ Game Engine](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
In this video, we're going to use HwndHost class to host a Win32 window in the level editor which is a WPF .Net Core application. We're also going to fix a couple of small issues in the windows platform implementation.
(Red Episode)
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Dis…
![Game Engine Programming 022.4 - Open a window for the game application](https://uploads.gamedev.net/profiles/monthly_2020_10/47c9443696aa40028900892ef9ddbb2b.cover.png)
Previously, we kind of finished writing the window framework and also made a program to test it. Today, I'd like to spend a little time cleaning up that code and, in addition, enable the game application to open a main window for displaying graphics.
(Red Episode)
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