yayyy studying line by line all the 600 pages study book of opengl for since i think i should know every feature there. today's plan progresses with studying all things there with if possible fast reading. when i were at high school i could read very fastly things. wondering if could do this again. dont know. then the fun of design of game engine comes. i actually coded parts of game engine in other project in scala for study in atmosphere scattering part. like intersection testing things. hmm rasterization part. as told want to have parts of game engine utinsils be happening in cloud side. some parts of things in that all context... hmm reviewing js structures were done. though have to fastly go over since it were 2 or 3 weeks ago and hadnt coded any js for a while. then reviewing and learning what i dont know from opengl book today with fast reading style if i could handle. i like to listen courses in 1.75x settings from coursera usually(for ones who has easy topics though) but dont know if i could read fast this even its an easy concept but that i have to know all in design of the game engine.
most engines are designed for client side. as told mine would be both server and both client sided. for instance physics engine could run on server side. for interactions inside the game engine side. and cullings also could be also done by server side. so most cpu bound operations would be offloaded to cloud. to reduce cpu operations in client. but thats all not enough. i think every pack of computation task somehow should be easily be offloaded to any unit inside a distributed system. so would try to manage this task management operations inside this distribution orchestration of miny tiny tasks all through cloud and client side in an efficient way. like rendering things to sprites and sharing sprites to clients for such things that could be done. but the thing is i wish its this framework's generic structure per abstraction of tasks done in every level, i wonder what kind of protocols i should design for this distributed task management framework where many units could do execution or share of some tasks inside. but dont want to turn this to a concept thats over engineered. that i wouldnt make it too abstract (that would need alot of kloc for its implementation) but in overall it should hold some generic task sharing mechanisms like spark, like chapel. wouldnt be like blockchain either. but would have the architecture to support distributed rendering. along with capability set sharing along distributed computing units like RPC protocols like ICE in WebRTC. i mean the capability set per each connected device would be shared, their network quality also would be constantly monitored for to devise the best rendering task share strategy at that point of time of this system.
i want to have some degree of efficient union on rendering operations that could sum up in overall scene somehow without delays. i mean sometimes like when you do culling operation or else, if you partition the elements in the scene to many sets and if you want to have them be done by n many operational units or computational units, the summation of all of them should be in a sense be economical i mean, it shouldnt be incorrect and shouldnt have too many unofficient operations. i would investigate how to do that. usually bsp like mechanism to separate screen to parts might suffice. but the thing is; what i actually wonder is, could we separate screen to regions where even some parts are video textured and someparts are drawn by gpu. it would be if i could do this, the streaming of cloud computed dynamically rendered videos and parts of scene holding parts rendered by the own computational unit, and so need to study abstract algebra in detail. for in this cartesian space, what kind of algebras i should think on devise on that forms a language on its own. or should i need such level of tasks ontology definition language that i dont know. i cuold study revise ontology and information knowledge management books i have to think on whether i would devise it as a language this underlying tasks operational sharing/definition/loading. or should it be static rigid coded computational units sharing their outputs and forming the overall distributed rendering computations? or should their cores be defined in a clear ontologically clear definite language like framework? is there abstraction needed or should it exist like computational language of blockchain framework? if i am information management sided, i would had wanted to define it in an ontological framework. this distributed rendering/animation/physics engine/and other compontents like scripted ai units inside the game engine. i feel like spawning a task instantly easily on this distributed framework should be easily doable. but for its clear RDF like design i am not sure. i should take concepts from reactive streams manifesto like load management and should be able to do that in a UDP alike protocol. would rerevise UDP once revised. i mean this task distribution core layer of this game engine, should be very nicely designed. as i told, it would look like no game engines around:) ( since this guhu is a generalist:) this would be my masterpiece hobby project:) ) it would be a proud product of an arrogant coder who likes to talk proudly (i am sorry for that thats one unnice part of myself as i understand:P ) but because i believe that no one else other than me could code this game engine like this:P (ok again did this:P again did said an arrogant sentence. i guess there are thousands of people who could code it better than me:) but my character is like this:) get used to this behavior of guhu the blog readers:) )
hmm fastly sponging a topic and merging with other topics:) were my thing. lets utilize this again:) lets fastly sponge this opengl thing first:)
then brainstorm on the scenegraph structure.
e.g. like OSI layers, the scenegraph should live someway along the layers in game engine. but should it be chapel like distributed or erlang like or spark like (which is kind of in its cores erlang like) or golang like or akka like(which is again erlang like) or MPI like?
hmmm fun of designing a distributed side layer of the game engine:)
hmm i want to be the arrogant game engine builder:P that people sometimes hate me since i like to talk arrogantly:D its part of my character. i cant stop doing it:P
the whoaaa part of the song i listen... singing with:)
ok a generalist knows all distributed systems principles beforehnand designing a game engine:P or any streamiong syustems' principles also:) (e.g. WebRTC or UDP (though i should revise that) ). or any big data side's db's design considerations as seen. so this is why i tell you there is no game engine out there that would be like my game engine:) i am designing a sports car like game engine. a very different project:) a proud work of guh the arrogant & actually silly (&actually not intedlligt but loves to talk arrogantly:P) type of coder that hadnt any realized any hobby project ever yet always failed before always projects didnt accomplished ever:P
knowing how 2d gui systems work in underlying parts, knowing how 3d scenegraphs are in general.
so this would be my masterpiece hobby project:) i am building a game engine that would be like a sports car beside normal cars (inside all game engines around:P)
(i know people would dislike me when i talk arrogantly:P but i cant stop doing that either:) its a part of my character:P)
hmm i love knowing both distributed systems and both how clients frontends work. i love being a generalist in this software area.
hmm let the orcheastra of tasks of game engine start as it already started. today's practice is fastly sponging the opengl texts to get to know all features of it. do a mapping of that info to my silly brain for all things there. i should be patient. i have lack patient to studying tasks:P but i should know things before hand i code it correctly. without knowing how it is fully how i am expected to code it correctly? i sahould be patient and learn all text all APIs there beforehand:)
this book defines it clearly consizely i liked the language of this opengl's main reference book's language. yupp time for a kind of patience needing activity. time to study thing. open texts. yupp. bye for a while blog readers while i try to learn that texts. since 4.5 version is quite unknown world to me. i were in 1.* versions when i left the game coding tasks. so had been a lot additions to standard like tesellation/geometry and even computation shaders which didnt existed.
ok goal set to study all things in side that book in 3 consequent hours with fast reading if that fast reading skill still persists. it were something of high school times for me. dont know if i could fast read nowadays. lets try.
ok lets check operational systems before this tiny task of the game engine development (my sports car design task:)) (i do create anaqlogies of my game engine to a sports car, i am trying to build a sport car ;) ):
all checks before the patience requiring fast learning of opengl APIs:
brain acitivity checked beforehand: its normal. my brain is posisble to study a knowledge area., no trauma related blocker thing exists that blocks the studying process. its fully functional. though i sipped little bit from a whisky bottle behind. dont know if it would impact.
ok i cant stop bragging about how i love concurrent systems design. i loved threads topic in 2d gui systems first. then saw green threads in go language. then all akka things in scala end of it. then similarly the funny erlang (that enables changing systems parts while the system is functrional, not kidding that language is designed to be like that:D). hmm might need to check paxos or all algorithms of all this distributed domain thing. for design of how to place scene graph things along the layers of this game engine project. the distributed tasks layer being some layer that might be layered again. i know too many layers is not also good. but would keep it in economical state. (thinking my economy skills than its for sure would be an inefficient design (in that layers side if i use the economy word :D)(for since my economy skills are so bad:S :D ) anyway, i guess i shouldnt use that word then:D for not to create bad chance on this sports car design task:)
most engines are designed for client side. as told mine would be both server and both client sided. for instance physics engine could run on server side. for interactions inside the game engine side. and cullings also could be also done by server side. so most cpu bound operations would be offloaded to cloud. to reduce cpu operations in client. but thats all not enough. i think every pack of computation task somehow should be easily be offloaded to any unit inside a distributed system. so would try to manage this task management operations inside this distribution orchestration of miny tiny tasks all through cloud and client side in an efficient way. like rendering things to sprites and sharing sprites to clients for such things that could be done. but the thing is i wish its this framework's generic structure per abstraction of tasks done in every level, i wonder what kind of protocols i should design for this distributed task management framework where many units could do execution or share of some tasks inside. but dont want to turn this to a concept thats over engineered. that i wouldnt make it too abstract (that would need alot of kloc for its implementation) but in overall it should hold some generic task sharing mechanisms like spark, like chapel. wouldnt be like blockchain either. but would have the architecture to support distributed rendering. along with capability set sharing along distributed computing units like RPC protocols like ICE in WebRTC. i mean the capability set per each connected device would be shared, their network quality also would be constantly monitored for to devise the best rendering task share strategy at that point of time of this system.
i want to have some degree of efficient union on rendering operations that could sum up in overall scene somehow without delays. i mean sometimes like when you do culling operation or else, if you partition the elements in the scene to many sets and if you want to have them be done by n many operational units or computational units, the summation of all of them should be in a sense be economical i mean, it shouldnt be incorrect and shouldnt have too many unofficient operations. i would investigate how to do that. usually bsp like mechanism to separate screen to parts might suffice. but the thing is; what i actually wonder is, could we separate screen to regions where even some parts are video textured and someparts are drawn by gpu. it would be if i could do this, the streaming of cloud computed dynamically rendered videos and parts of scene holding parts rendered by the own computational unit, and so need to study abstract algebra in detail. for in this cartesian space, what kind of algebras i should think on devise on that forms a language on its own. or should i need such level of tasks ontology definition language that i dont know. i cuold study revise ontology and information knowledge management books i have to think on whether i would devise it as a language this underlying tasks operational sharing/definition/loading. or should it be static rigid coded computational units sharing their outputs and forming the overall distributed rendering computations? or should their cores be defined in a clear ontologically clear definite language like framework? is there abstraction needed or should it exist like computational language of blockchain framework? if i am information management sided, i would had wanted to define it in an ontological framework. this distributed rendering/animation/physics engine/and other compontents like scripted ai units inside the game engine. i feel like spawning a task instantly easily on this distributed framework should be easily doable. but for its clear RDF like design i am not sure. i should take concepts from reactive streams manifesto like load management and should be able to do that in a UDP alike protocol. would rerevise UDP once revised. i mean this task distribution core layer of this game engine, should be very nicely designed. as i told, it would look like no game engines around:) ( since this guhu is a generalist:) this would be my masterpiece hobby project:) ) it would be a proud product of an arrogant coder who likes to talk proudly (i am sorry for that thats one unnice part of myself as i understand:P ) but because i believe that no one else other than me could code this game engine like this:P (ok again did this:P again did said an arrogant sentence. i guess there are thousands of people who could code it better than me:) but my character is like this:) get used to this behavior of guhu the blog readers:) )
hmm fastly sponging a topic and merging with other topics:) were my thing. lets utilize this again:) lets fastly sponge this opengl thing first:)
then brainstorm on the scenegraph structure.
e.g. like OSI layers, the scenegraph should live someway along the layers in game engine. but should it be chapel like distributed or erlang like or spark like (which is kind of in its cores erlang like) or golang like or akka like(which is again erlang like) or MPI like?
hmmm fun of designing a distributed side layer of the game engine:)
hmm i want to be the arrogant game engine builder:P that people sometimes hate me since i like to talk arrogantly:D its part of my character. i cant stop doing it:P
the whoaaa part of the song i listen... singing with:)
ok a generalist knows all distributed systems principles beforehnand designing a game engine:P or any streamiong syustems' principles also:) (e.g. WebRTC or UDP (though i should revise that) ). or any big data side's db's design considerations as seen. so this is why i tell you there is no game engine out there that would be like my game engine:) i am designing a sports car like game engine. a very different project:) a proud work of guh the arrogant & actually silly (&actually not intedlligt but loves to talk arrogantly:P) type of coder that hadnt any realized any hobby project ever yet always failed before always projects didnt accomplished ever:P
knowing how 2d gui systems work in underlying parts, knowing how 3d scenegraphs are in general.
so this would be my masterpiece hobby project:) i am building a game engine that would be like a sports car beside normal cars (inside all game engines around:P)
(i know people would dislike me when i talk arrogantly:P but i cant stop doing that either:) its a part of my character:P)
hmm i love knowing both distributed systems and both how clients frontends work. i love being a generalist in this software area.
hmm let the orcheastra of tasks of game engine start as it already started. today's practice is fastly sponging the opengl texts to get to know all features of it. do a mapping of that info to my silly brain for all things there. i should be patient. i have lack patient to studying tasks:P but i should know things before hand i code it correctly. without knowing how it is fully how i am expected to code it correctly? i sahould be patient and learn all text all APIs there beforehand:)
this book defines it clearly consizely i liked the language of this opengl's main reference book's language. yupp time for a kind of patience needing activity. time to study thing. open texts. yupp. bye for a while blog readers while i try to learn that texts. since 4.5 version is quite unknown world to me. i were in 1.* versions when i left the game coding tasks. so had been a lot additions to standard like tesellation/geometry and even computation shaders which didnt existed.
ok goal set to study all things in side that book in 3 consequent hours with fast reading if that fast reading skill still persists. it were something of high school times for me. dont know if i could fast read nowadays. lets try.
ok lets check operational systems before this tiny task of the game engine development (my sports car design task:)) (i do create anaqlogies of my game engine to a sports car, i am trying to build a sport car ;) ):
all checks before the patience requiring fast learning of opengl APIs:
brain acitivity checked beforehand: its normal. my brain is posisble to study a knowledge area., no trauma related blocker thing exists that blocks the studying process. its fully functional. though i sipped little bit from a whisky bottle behind. dont know if it would impact.
ok i cant stop bragging about how i love concurrent systems design. i loved threads topic in 2d gui systems first. then saw green threads in go language. then all akka things in scala end of it. then similarly the funny erlang (that enables changing systems parts while the system is functrional, not kidding that language is designed to be like that:D). hmm might need to check paxos or all algorithms of all this distributed domain thing. for design of how to place scene graph things along the layers of this game engine project. the distributed tasks layer being some layer that might be layered again. i know too many layers is not also good. but would keep it in economical state. (thinking my economy skills than its for sure would be an inefficient design (in that layers side if i use the economy word :D)(for since my economy skills are so bad:S :D ) anyway, i guess i shouldnt use that word then:D for not to create bad chance on this sports car design task:)
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