@0x00004 Do you have a question about a specific setting on that page?
If you're wondering why one would provide variables in JSON, it's because when you're invoking the build on a remote machine, the environment variables you've configured on your local machine aren't necessarily present there. So you need a way to communicate any specific environment variable changes you want to build with.
@nwp Maybe, but as DMGregory points it, could you be an expert in open-source? If that's the case, what does this cover? Legal terms, working processes?
@Vaillancourt We do get a fair few questions about "Can I do X with open source licence Y?" or "How do I publish/distribute/sell my project if I have open source dependency Z?" so I could see value in a tag for that area of expertise.
If you have access to the source, you can do whatever you want :)
As Almo said, it could be not easy.
user92578
If you want to replace the physics a game engine uses internally, it's gonna be hard or impossible Choosing to use your physics engine instead of the game engine's: probably doable
An option is to use an engine or a framework or a library that is designed to render stuff on the screen (e.g. SDL/SFML/Ogre/OSG), and just use your own physics implementation.
I think I should frame my query properly. About a week or so ago I was here asking about game engines. After reading a few things about it, I have realised that what I am interested in building is a physics engine. So, my question is if I want to develop a game using the physics engine I am hoping to make, how can I go about it?
In any engine that lets you write your own code/scripts, you can write a routine that, each frame, calls into your physics engine to advance its internal simulation state, then repositions the game objects in the stock engine to reflect the result.
As of now I don't know much. I am from a math background and I wish this could be a project for me - building a physics engine. What kind of game is something that I have to decide. I have just started reading a book by Ian Millington.
user92578
For a simple 2D physics engine it might be easiest to pick up a simple rendering & windowing library for your choice of language, for 3D it might maybe be easier to use a game engine
It's possible, but it's unclear what you'd gain that way compared to just using the built-in one. Do you plan on implementing any novel features in your physics engine that don't exist in common physics middleware?
The rendering is the process of taking the "world" simulation, and making it visible on a 2d screen. No physics involved, aside from the concept of "these simulated objects exist in a 3d world".
A game physics engine is usually responsible for updating the positions, orientations, velocities, and angular velocities of "rigid bodies" in response to forces, joints/constraints, and collisions between collision volumes of various shapes. All of this is just numbers until a renderer draws it on the screen.
Wow, game development is HUGE domain in itself! I think I should just focus on the physics engine right now and think about whether I want to do something about rendering or not later.
@ak47 I said you did not need a renderer. Of course, if you make a game, it's nice to be able to see what is going on, but one can run a physics simulation without it, if they need to know an answer.
This is a game I tried using F-Droid; it has no physics, really bare graphics, but some math. When I was talking a "bar simulator" earlier, this is something like that that I had in mind. @ak47 -- sorry I got disconnected for a moment.
@Tyyppi_77 In the older days, it was the only decent thing available :P
user92578
These days we can just order monitor stands when we need to rise our monitors :D
I used to sit on something like this when I was a kid and the chair wasn't high enough..
Still, I think some books are good to give a good coverage of a topic.
I don't know how people get to learn anything about code from a YouTube video, though. But maybe I'm old-school.
user92578
4:29 PM
I really dislike the way the "good books" are like on their 25th edition, like damn, if there just was a medium that didn't require constant rereleases of the existing content with small updates here and there
user92578
I don't watch a lot of coding YouTube, but I do like Jason Turner's "C++ weekly" series, where he for an example covers the basics of C++20 features briefly
Like subscribing to "the good book - always-up-to-date-edition"; a digital version could do the trick.
In the past I bought something like Train Simulator 2015 on Steam. A couple of years later, I went and searched for it. It was gone. But I had Train Simulator 2017 instead. So I guess they don't keep old version; you buy the "up to date" one? I don't know.
@Tyyppi_77 I'd have to take a look at this.
user92578
I recently learned about the polymorphic allocator variants for all standard containers from his video, haven't gotten to using any of those yet but I plan to see if I could optimize stuff with that
user92578
Those make it really easy for an example to allocate a stack buffer of bytes and pass that as the memory source for an allocator that the container uses