These are chat archives for highfidelity/hifi

17th
Mar 2017
Trent Polack
@mittens
Mar 17 2017 17:48
Do you guys have a sandbox testbed or simple model viewer or anything along those lines?
Clément Brisset
@Atlante45
Mar 17 2017 17:49
The codebase ships with all the server components you can run locally and do whatever you want in.
If you didn't make and server/protocol changes, then your best best is probably to just download the latest dev build off the website: https://highfidelity.io/dev-download
And just run the sandbox.
If you want to run it manually, I can walk you through it.
Trent Polack
@mittens
Mar 17 2017 17:50
that is lovely
nah, the dev build should work just fine
Clément Brisset
@Atlante45
Mar 17 2017 17:50
:thumbsup:
Trent Polack
@mittens
Mar 17 2017 17:50
solution built fine, but for some reason the install doesn't wanna take
Clément Brisset
@Atlante45
Mar 17 2017 17:51
It's probably because you need to install for of the sandbox components.
The sandbox is made with node.js, it's a simple taskbar app that takes care of starting the server processes, and manage them.
Along with a couple QoL features.
Trent Polack
@mittens
Mar 17 2017 17:52
yeah, i'm going to look into it after this task
it's separated from most of the rest of the codebase
Clément Brisset
@Atlante45
Mar 17 2017 17:53
Just to clarify, when you say install, you're talking about cmake install right?
To build an exe from your build.
Trent Polack
@mittens
Mar 17 2017 17:53
oh, one sec, i may just need to run an administrator console
Clément Brisset
@Atlante45
Mar 17 2017 18:00
Yeah, I just checked to make sure, we don't use cmake install.
Just call cpack directly, that should do the trick: "C:\Program Files (x86)\CMake\bin\cpack.exe" -C Release --config ./CPackConfig.cmake
Trent Polack
@mittens
Mar 17 2017 18:03
ah, okay, yeah, i was using cmake install
ty ty ty
Clément Brisset
@Atlante45
Mar 17 2017 18:05
No problem, I know our codebase isn't yet super dev friendly, the learning curve is still pretty steep.
Trent Polack
@mittens
Mar 17 2017 18:05
yeah, I've been using UE4 for the last couple of years and they have some great tools for generating all of the necessary files/configs/builds
granted, not simple to probably get there, but it's impressive
Clément Brisset
@Atlante45
Mar 17 2017 18:51
Yes, we just don't have the resources for now to dedicate engineers to building tools.
Since once you're setup/trained, the benefit of those tools becomes low. Can't wait for us to get there though!
I've never used UE4 as a dev, just played around with the editor.
What kind of cool build/setup tools do they have?
Trent Polack
@mittens
Mar 17 2017 18:52
i'm a masochist, so i am regularly in the engine making non-trivial modifications
basically, they have a setup batch file that downloads every single dependency's source code and built binaries
then they register git hooks/file associations
and then generate makefiles/solutions per-project on user demand
Clément Brisset
@Atlante45
Mar 17 2017 20:59
Sounds like heaven xD
Trent Polack
@mittens
Mar 17 2017 21:00
It is, until you start having to be like "you know what, I want to modify the renderer for proper volumetric lighting"
and then your brain explodes
Clément Brisset
@Atlante45
Mar 17 2017 21:00
Ahah, yeah, I've actually been looking at UE4's implementation of particles, and how the optimize it.
Trent Polack
@mittens
Mar 17 2017 21:00
NOT TO BE TOTALLY OFF TOPIC
Clément Brisset
@Atlante45
Mar 17 2017 21:00
It's pretty crazy in there.
Trent Polack
@mittens
Mar 17 2017 21:01
as far as particles go, PopcornFX is who we use as middleware.
they're great folks, have a great SDK, and the best particle engine/editor in the industry
Clément Brisset
@Atlante45
Mar 17 2017 21:01
Is that all volumetric rendering?
Trent Polack
@mittens
Mar 17 2017 21:01
yup
Clément Brisset
@Atlante45
Mar 17 2017 21:01
Damn
Trent Polack
@mittens
Mar 17 2017 21:01
it took a year or so off my life
Clément Brisset
@Atlante45
Mar 17 2017 21:01
Looks great
Trent Polack
@mittens
Mar 17 2017 21:01
but it's based on the research/implementation from Fallout 4
Clément Brisset
@Atlante45
Mar 17 2017 21:01
Great job man
What did it run at?
Never heard of PopcornFX, I'll definitely check them out.
Trent Polack
@mittens
Mar 17 2017 21:02
well, so, all in all it only adds about 4ms to the render thread; it creates geometry based on a light's shadow map and just reverse-computes it to generate meshes, and then a relatively simple atmospheric scattering implementation
Clément Brisset
@Atlante45
Mar 17 2017 21:03
Our Particle effect are a bit clunky, I'd like to streamline the API and add a bunch of feature eventually.
Trent Polack
@mittens
Mar 17 2017 21:03
when i was first learning C++/DirectX/win32 API back when i was 14, i used particle engines as demos for everything