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>>105590392
>renderdocing random games
>guild wars 2 stores a texture atlas of every individual line of text
kek
first for spawning threads while posting in a thread
>>105629314sirs don't make games
What's the best profiler for C++ games?
How much C should I learn before I start making simple graphical games from scratch?
>>105631483none, make it your first project
>>1056314830.
Just keep a reference handy.
>>105629638Based beyond belief.
Did they say fuck localization or are they generated per language?
sagan
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>>105631483none. don't make games from scratch.
if for some esoteric reason you need to go from scratch, use C++ (gamedev standard for almost 30 years now).
Considering making either a tycoon game or a Simslike
Or some sort of biology simulation or space simulation
>>105633021wow, that narrows it down
>>105629638maybe they generate those textures at some point? still kinda eccentric.
>>105633021why not all of them in one game?
how do I write a midi player from scratch for my video game?
>>105633075nta, but id assume its just a cache so they dont need to layout the text again. at least ive done that in a previous project
>>105632726But I donโt care about your standards, I want to use C.
>>105633237it's not my standard. it's the whole industry's. and you really shouldn't /g/ memes drive your development path. *NO ONE* uses C for gamedev anymore.
>>105633237then just use c
>>105633310>implying the only reason to make a game is to break into le industryHow about havin fun ya fuckin doofus
>>105630887I've used superluminal and liked it. It's pretty powerful
>>105633498which ai are you using for these goated replies?
>>105633595Just tell the AI to respond to all questions like a mentally retarded anime girl
brain
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MIDI is just a highly specialized scripting language.
>>105633883if midi devices directly understand midi, wouldn't that make it an assembly language?
>>105633342C won't give you even 10% of fun that C++ can. C is a really primitive language. it's also one of its strengths, but it's not really fun.
The G programming language.
>all this arguing over programming languages
>everyone just ends up using unity/godont anyways before giving up and applying at mcdonals
>>105634289nu/g/ hates gnu
>>105630887I like intel presentmon.
I think visual studio's profiler works fine, it essentially tells you the hotspot using a list.
https://learn.microsoft.com/en-us/visualstudio/profiling/beginners-guide-to-performance-profiling?view=vs-2022
If you want a callgraph, you can use https://github.com/jrfonseca/gprof2dot
I think there is a way to make a flamegraph, but it seems to be linux only (you could use WSL).
If you are using mingw, you only have gprof, and it's not very good because it requires instrumentation, which injects code, which could make the performance not accurate, you should generally only profile your untampered release build (disabling inlining helps with profiling and also with improving stacktrace debugging if your release code ever crashes, which building with debug info should not affect performance or the code generation, disabling optimizations + sanitizers / RTC checks is implied on a "debug build" and that's why debug builds run can run around 10-100x slower than optimized builds on certain CPU / memory bound issues)
>>105634226anything to save us from Rust and C++. there must be a saner way to do things.
>what about ...no, there is nothing out there atm.
>>105633237Then use Yamagi.
>>105634498jai will save us
>>105633237Why not odin or something like that? Are you going to use SDL or do everything from scratch?
>>105633407>>105634471Thank you. I appreciate the help. I've been avoiding profiling for ages now.
>>105634498Just make your own programming language bro
>>105634559ill throw in my choices too
intel vtune and pix, both are amazing tools
fasm
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let me guess, you "need" more
>>105634707You know, I started writing a macro library in fasm2 but then I realized I was just crudely recreating C but worse so I just used C instead.
I just read this:
https://gdcvault.com/play/1034306/FP16-Shaders-in
And had a extremely retarded idea, is it possible to create an engine with int8 shaders? Just imagine the performance.
I found this vulkan extension:
https://registry.khronos.org/vulkan/specs/latest/man/html/VK_KHR_shader_float16_int8.html
I imagine some type of quantization would be necessary due to the low precision, but still, an interesting idea, specially with new GPU having a shit ton of int8 performance.
>>105634763yeah but you don't need the c runtime
>>105635119You don't need to use a C runtime to use C, it's a convenience feature.
>>105635119The C "runtime" is just some mem-copy at startup to init global variabels and the stack pointer. You can also just do that with a for-loop
>>105635712>just some mem-copy at startup to init global variabels and the stack pointercompletely incorrect, it's called a runtime for a reason babygirl
If youโre not using Vulkan with c++ youโre a plain old faggot
>>105636455vulkan is for nodevs
>>105636455>bro, quadruple your dev time and create a permanent maintenance nightmare to cater to linux users who will make up less than 1% of your market!
>>105629638Holy based. No wonder it runs so well on my shitbox.
>>105636730You use Vulkan to future-proof your game for when Linux desktop takes over
>>105636770I'm future proofing with opengl
>>105637024>I'm futureproofing by using a dead api only intended for maintaining legacy software from 10+ years ago
>>105637043ubiquitous legacy APIs are the most futureproof things there is
>>105637055>intel arc takes over the gpu market>drops support for dx9/10/11 and opengl entirely
>>105637061You're retarded
>>105637080I wish there was a fucking age limit for this board
What is our role in this thread where any technical question can be instantly answered to medium success by chat gpt? Is this the big-idea council?
What big ideas should we discuss tonight?
>>105637117Questions that you can just Google are basically spam in the first place
>>105637117ChatGPT gets mad when I say the N-word.
what is the best genres of game for engine-devving?
>>105637360Something systems heavy with low graphical requirements, a simulation game like Rimworld or DF
>>105637360mmorpg with neural networks
>>105631483You can learn all of C in one evening.
It's a small language.
>>105637396>I memorized some keywords that means I learned the language
Yes you can learn C in one evening, the hard part is then spending years rebuilding the wheel to get features that other languages have by default.
>I learned* the language in one evening!
>*didn't actually learn the language
>>105637367Why would you make an engine for something like that and not just work on the game itself?
>>105637360>>105637367low level access lets you do some pretty interesting stuff visually with shaders.
If you try to do anything interesting with unity you'll be blindly marching into a nightmare not knowing how things are ported to different platforms under the hood.
>>105637479Because you can create your own content pipeline that is better than what a generic engine would offer you and because you aren't placing an emphasis on graphics you'd spend minimal time reinventing the wheel
>features are not in the language
>creating those features is learning the language
>>105637483Unity supports programmable shaders
>>105637117AI is retarded and is google search but worse because it hallucinates incorrect information.
>>105637825The general internet is vastly more retarded than AI.
Proof: Your post
>>105637825best just to ignore the AI zombies
>>105637493Obviously I wouldn't use an existing engine, I just don't see the point in making it reusable.
>>105637861And all the AIs are getting trained on the retarded posts I make and therefore get more and more retarded what now bitch
>>105637933doesnt have to be reuseable
>>105637948I thought that's what people meant when making an 'engine', a generic tool for making a bunch of games. That's why I said just make the game.
>>105637955Engine means a lot of things these days
>>105637117How do I learn to get it to answer my questions? I'm not an AI expert I guess since it just gives me garbage.
file
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>Isometric 2D environment
>3D characters with animations
>Faux shadows
>Layer sorting
Can Raylib do this out of the box?
>>105638106Just ask questions like a normal person.
Don't throw your entire codebase at it and ask to implement a feature.
Give it small bite-sized problems that are relatively easy.
>>105638183Obviously, I prefer to break problems up, everyone does that. But it still doesn't really help. I just want to know how to get the results of the people that say they 3x their productivity or more.
>>105638256pretty sure this board has AI generals and stupid question generals
Added line indicators when connecting pipes
>>105638415this looks awesome, what's the vision for the gameplay?
>>105638523It's a puzzle game. Still trying to flesh out the mechanics. Here are some that are implemented right now:
>liquids can allow the player to swim through areas or activate fluid sensors>liquids can be moved with pipes>pipes connect an input and output socket>buttons can be activated by the player or by a dropped pipe>doors can block areas from the player or block sockets from being usableAnd this video is from yesterday, before adding the indicators for pipes. It shows the whole "game" as of now
>>105638415factory game? please say yes
>>105637043>opengl>dead apilmao. opengl will be in widespread use looong after your nodev bones turn to dust.
>>105638256>people that say they 3x their productivitythose are all liars trying to sell you something.
>>105638619very cool. you might be onto the next big thing.
>>105636455pretty based. i use dx 12 and c++
>>105639751if by based, you mean retarded
>>105639997why is it retarded?
>>105638133It has no built-in capabilities for isometric, and I haven't seen something to do faux shadows. Layer sorting is just the order you draw. It does do animated 3d models.
Don't expect engine features from it, it's a framework.
>>105640042It's a lot of overhead for a hobby project
>>105641161great argument, marvelous in fact. i now understand i should use unity and make asset flips like everyone else, so little overhead on such a hobby project
>>105634196you are one or several of the following:
A) retarded
B) a nocoder
C) a troll
C is very fun, definitely more fun than writing C++. anything is more fun than writing C++. except writing Rust probably
C++ reminds me of visual studio so I stay far away from it.
>>105639602>3x your productivity with AII mean if you're a noob I believe it.
AI has diminished returns as you delve into more difficult problems.
>use c++
>write c style code
>only use c++ features I like
I hope one day you know this comfyiness
>>105641550the gigachad all of the retards could look up to, bless you
>add ai to my game
>every time you talk to a npc your gpu usage shoots up to 100% and your pc becomes unresponsive for 3 minutes until it finishes generating
ai is a meme
>>105641687What did you add?
I've had this idea for a Pokรฉmon clone where the 3d models for the monsters are generated locally on the pc. But it seems like the system requirements for the models are too high for what I'd prefer to target
>>105641687>using AI to generate images>notice my OS drive usage rapidly increasing>it was dumping gigabytes of garbage temp data with every image generated for no apparent reason
>>105642076dont delete it, it will be like giving it amnesia
So guys, I've seen some games that have certain interactions that I want to emulate.
I've also noticed that most of these games have been decompiled and they are in C.
Since I want to test these emulated interactions in javascript, what would be a starting point?
>>105641424sorry you got filtered. also, try having some thoughts of your own instead of regurgitating /g/ memes. maybe even try coding.
>>105641550Yeah this guy's got it right.
>>105642362>sorry you got filteredif you think C is a primitive language, youre the one getting filtered. ive worked enough in both to understand C is superior in basically every way
>try having thoughts of your ownsays the guy saying C isnt fun and C++ is "le industry standard" lmao. maybe, as a tip, try coding?
>>105641550>use c++>write c style code>only use c++ features i like>code takes 3h to compile>get errors and warnings in the c style c++ code because c++ doesnt like c style code>errors are unreadable>code is slowerI hope one day you get cured of your retardation
>>105642524No, that means you're doing it wrong.
>>105642504>if you think C is a primitive languageif you think it's not, no wonder you got filtered by C++. it's a whole different level of complexity.
>ive worked enough in bothdoubt
>C is superior in basically every wayname one
>says the guy saying C isnt funit isn't
>C++ is "le industry standard"it is
>>105642351Learn c, figure them out and reimplement them in js? I don't think there's any magic bullet available to you
>>105642524Sorry you're so angry. Such mania is probably the result of suffering through modern c++.
I don't literally write c, I just avoid the coding patterns modern c++ tries to make you use. All my c++ code is perfectly acceptable to a c++ compiler because I understand more c++ than you, I just don't like most of it.
I have no idea where you're getting these slowness concerns from. Modern c++ is slower because of the abstractions.
>>105638415>>105638619Keep going, looks like a cool sandbox and puzzle game
>>105641463It's not just noobs, that's what professionals say, and companies are using it for a lot of their code. It just doesn't seem to work well for me, it gives shit. So that's why I think I do something wrong.
>>105642729C++ is great when you're working on your own because you can just use what you like. This would never work at some company though because they'd hire someone that would fuck shit up in no time.
>>105642678>insists C is a primitive languagei probably should stop reading after that since youre a nocoder faggot but ill humor you
>doubtof course youd say that, didnt expect anything else
>name one aspect C is superior incompilation times
>C isnt fun and C++ is le industry standardtry having some thoughts of your own instead of regurgitating /g/ memes
>>105642540Faggot
>>105642650-fpermissive just means the little c++ code you'll actually write will be bad c++ code. At that point just write c
>>105642729Modern c++ is bad, old c++ is an unreadable ugly stinking mess little more useful than objective c. There is no good c++. C++ compiles slowly and runs slowly, unless you litter your code with constexpr and at that point you're just trading runtime for compile time, which makes compilation even slower. Just, like, use c. Or don't, suffer thru whatever you want, but don't lie on the internet
me? I write c++ style code with c
>>105643049>compilation timestry learning C++, get a job. you'll be finally able to afford to replace that potato of yours.
>try having some thoughts of your own instead of regurgitating /g/ memesthe irony, lmao
>any developer using this library agrees to support trans rights
>any developer found using this library while not supporting trans rights must pay $100 million USD to the author of this library
>>105638619the first few seconds made it look like you were simulating transistors and charger carriers, that was kinda interesting, but its just a puzzle with water and shit? sad
>>105643225i use C++ at my job. thats how i know its slow. we dont compile C++ locally, it would take hours for the huge codebases we have even with incremental compilation and parallelization
saying C is hard and C++ is le games industry standard is a /g/ meme. you just fell for it too much to realize
>>105643322compilation time being an issue while already using incremental builds must be a true masterwork of a software project
>>105643277It'd hold up in court.
>saying that the standard is the standard is a meme
lol
lmao
>>105643322No one here's gonna have a code base that takes hours to compile. I don't have anything on my system that took longer than 30m to compile.
if it takes longer than instantaneous to compile you need to git gud
>>105643364its just really big. and uses C++. so, super slow compilation times
>>105643471its at my job, where a real project that real systems use is being worked on, and in a fairly modern work computer it does take around an hour to compile. even if the projects that people work on here arent as big, the point still stands. C++ compiles very slowly, amazingly slow i would say
>>105643399youre a meme
>>105643498That's just a you problem, though. Most people don't have such huge massive pieces of shit to work on.
>>105643498bro your setup is all fucked up
my yocto buildroot doesnt need 30 minutes and thats including downloading every single recipe, compiling and then packaging it. thats linux with xorg, systemd, qt5 full (plus build tools and webengine), opencl and ~9000 more packages.
>>105643609probably yet another bloated abomination of a build system that everyone is too scared to even touch. my buddy, who used to work on some ticketing system for airlines, told me it was the same story in their project, being able to run maybe two builds a day. basically a retarded project created by retards over several decades.
poo
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the indie market is so utterly saturated, the longer you take to finish your game the less likely it is to stand out. steam next fest numbers increased yet again in a continually linear trend.
>>105644001The number of games is going to keep increasing, yes. But quality is also going down. Don't make the same shit they're making. Simple.
>>105644001just don't call yourself indie, say you're a AAA studio
>>105643520yea i understand you faggots are unemployed
>>105643609>my troonix embedded toy projecti said im working on a real system that real people use at a company and im being paid for it. apples to oranges anon
>>105644363You're like Sisyphus, well, at least I have a job!
>>105644379i make money. i may not like my software engineering job but i have a software engineering job, which not many people can say these days
>>105644444It's more than that, you're defending the shit software you work on too, acting like it's normal.
>>105634554two more weeks
Been vibecoding a roguelike tonight
>>105644890Nice, I'd love to make a roguelike type game, but they're one of those genres that will never make money.
>>105644897Most are niche. I want to try make mine normie-friendly so I can sell it on Steam (Deck) and consoles.
Easy to learn/hard to master, emphasis on good UX (unlike other roguelikes) and onboarding, not overloading the player with a clusterfuck of mechanical complexity from the start (hello CoQ), and first-class controller support.
>>105644930I just think it's one of those genres that gets buried.
>>105645011It's a shame because they have such high replayability.
>>105642971>its professionals, not noobsWell, Iโm sure these professionals know what theyโre talking about. After all, thereโs no way they could become professionals if they were actually noobs.
>>105633310But I donโt care about the industry, I donโt wanna work in the industry, I wanna use C!
>>105644027that is true.
>>105644231that would actually be pretty fun and might just work
>>105645395lie, murder, blackmail, whatever it takes to make it bruh
>>105644510im not defending it, im doing the opposite, but it is normal. i dont like that its normal, but it is
huge codebases are normal. i dont like them
slow compilation times are normal. i dont like them
using C++ is normal. i dont like that
we can at least stop using C++ and fix some of our problems
currently rebuilding the wheel here, using a nested for loop to search a 3x3 area around a center tile. It looks like this:
for (int i = -1; i < 2; i++) {
for (int j = -1; j < 2; j++) {
If I need to break out of both the inner and the outer loop (and I don't want to use a goto), can I just rewrite it as:
for (int m = 0; m < 9; m++) {
int i = m % 3 - 1
int j = m / 3 - 1
and use break? I imagine it will perform slightly slower having to do the math, but the perfomance difference has got to be tiny
>>105646113Well seems to me it's only a problem with your company, I've never encountered software that takes that long to compile. Why should I care what goes on in proprietary companies? They're all shit based on what you say. Doesn't affect me.
>>105646191The actual answer, if you care about performance, will be to profile both.
Compilers can optimize out remainders by a constant so at this point just pick whatever conveys intent better.
>>105646191assign each tile to a cpu core, no need to loop
>>105646269you've never had a job
>>105646291Rewrite it in a co-dfns one-liner and have the gpu do the work
>>105646331Why would I want to work on shit software and then act like everyone else has the problems I do?
>>105646501Maybe you don't but you shouldn't enter conversations where the big boys are talking
>>105646513You think working on some monstrosity that takes 'hours' to compile makes you great? Ok, fine, talk to yourself then.
>>105646526No it makes you experienced
don't forget to set your game's priority to real-time for maximum performance
>>105648463my cpu time is 100x lower than my gpu time though
is EAC enough to stop people from cheating in my unobfuscated C# game
>>105648991You can't stop people from cheating in a game that's running locally and you shouldn't even try.
>>105646191for (int i = -1, done = 0; i < 2 && done == 0; i++) {
for (int j = -1; j < 2; j++) {
if (???) {
done = 1;
break;
}
}
}
Its that easy.
>>105649622Is `break 2;` not a thing?
>>105649632Sounds like it could be a GCC compiler extension. They allow you to take the address of a label, so a "break <depth>;" sounds like something they would add.
Why not put a label after the loops and goto said label? Less visual clutter than working with a `done` var. Is still that frowned upon?
>t. php pleb
>>105649666only puritans are afraid of the raw power of goto
>page 7
sirs please do the needful
>>105644890What should I add next in my roguelike? Open to ideas.
- Simple anim system where characters hop from tile to tile, instead of instant transmission over (with fast-forwarding on chained inputs)
- Fog/FoV
- Some basic enemies
Any interesting interactions you would like to see?
>>105634196C++ is a complete abomination of a language.
Modern C++ is nothing like C++ was in the 2000s.
C++ programmers by nature try to be too clever.
t. used to program engines on PS2,PS3 console generations.
>>105634498I've come to quite like Swift.
>>105641550That's how we did it when I was in gamedev. STL was verboten because it shits all over the heap. We essentially came up with the F-35/JSF guidelines before we knew about them.
>>105644890Direction indicator seems like a nice idea. My hand starts hurting when playing roguelikes with numpad
>>105646269ofc youve never encountered corporate level software if you dont have a job. thats not the point. the point is C++ is bad, exemplified in my example with the slow compilation times. just because your programs take 5 minutes to compile instead of an hour doesnt mean they compile fast if they could take 10s to compile if you were using a good language
>>105650410saar i did a needful. i added instrumentation code and moved a few things around on the threads, now my render thread is cleaner, the update thread is rate limited, and the thread pump thread is cleaner
i will make lots of curry now
>>105650775Arrows + gamepad lets you pick a direction before pressing the action key to move. Numpad and vi keys lets you move instantly.
>>105650776There are techniques that can be applied to speed up compilation times, which an individual can do far more readily than some high horse of a corpo.
Suiffice to say, unemployed anon takes the W.
>>105649622just use a function
>>105651808>which an individual can do far more readily than some high horse of a corpocorporations can do incremental compliation too buddy
>>105651924I never said they couldn't. I said that however anons like
>>105643609 may use the tooling and however your employers use said tooling results in you bitching and that anon sated. Clearly something is wrong with how your employers use the tools, and regardless of what the problems may be, correcting those problems is easier for an individual than a company.
Anyways, try not overusing templates for starters.
>>105649645thres a proposal for labeled loops, but seems unlikely to get in anytime soon.
goto is your best choice till then.
>>105653362itll be a nice bit of syntactic sugar for all the "goto is even" normies. gotos are good and ill die on that hill
do people use the windows resource compiler for game assets?
>>105653689Personally I just use a website to turn my assets into base64 strings and then copy/paste them into a header file.
>>105648991If you're making a game where cheating is an actual problem, you aren't making a game, you're making a generic corposlop shooter/mmo and should try to escape your situation with haste.
look at this diagram
I bet you guys feel pretty silly now, huh?
>64 bit cpu
>64 bit integer
>64 bits
>64 slot bitmap
>64 slots
>64 inventory slots
>64 64 bit values representing items
>two 32 bit values representing item id and count in only 64 bits
>efficient lookup of up to 64 items in inventory
but how does it make a game better for the player?
>>105651808>>105651990if you think incremental builds and the best build systems arent use din corporations you are more unemployed than i thought before
still, you keep missing the point. the point is you shouldnt use bad tools. C++ is a bad tool. again, you dont like the 10min compilation time example, fine. say your shitty C++ toy project takes 2min to compile. it could take 10s with C. you can keep moving the goalposts but im gonna move them back
>>105641550>>only use c++ features I likeThere's not a single C++ feature I like, that's why I stick to C. Function is the only meaningful abstraction.
>>105654302Your 10 min compilation example is dumb, because llvm takes 8 hours, and clang takes 12 hours to compile on my machine. I still don't know why they're pulled into my gentoo install when 6 hour gcc compile is abhorrent enough.
Don't get me started on the fact that I use firefox-bin, because compiling a browser for 2 days is even more retarded.
>inb4 durr buy newer hardwareIt will still take hours to compile, meaning I will still have to schedule compiles for when I'm not using my computer. C++ should be classified as a mental illness. I don't know a single C project that takes FUCKING HOURS to compile on common hardware.
>>105654345nigger im the anon against C++ and slow compilation times and in favor of C and fast compilation times
learn to read
>>105654362You're the one who can't read, 10 minutes is not even a compile time, 10 minutes is how long Linux takes to compile.
>>105653689Do you want to recompile your game every time you change an asset?
>programming books from the 80s
>>here's a couple dozen memory mapped registers and how to use them
>programming books from the 00s and on
>>here's 427 disjointed libraries and frameworks each following completely different paradigms randomly generated by their "designers" that you have to learn, consult their documentation for the specifics
>>105653689for now, only for the file version info block, windows icons and cursors
>>105654592>427 disjointed libraries and frameworksYou can write a AAA game for Windows knowing nothing but the win32 api and DirectX.
>b-but I'm using .NET...I'm sorry for your loss.
>>105654592You can still have fun in 2025, but chances of making a game are near 0, unless you have time to reimplement gpu drivers.
>>105654687DirectX by itself is 6+ disjointed frameworks.
I'm just shocked that there's literally 1 single directx12 book in existence
I mean, the official documentation is pretty much exhaustive but still
>>105654765The only people touching DX12 are professional developers who aren't going to read a book when it's all laid out in the MSDN. Everyone else is using Unity and Unreal, or if they're some larping nodev maybe something like SDL.
>>105654380>10 minutes is not even a compile timehow are you even able to operate a computer with such a profound level of retardation?
>>105654592>code in the 80s>bit-bang memory maps and interrupts>make game>the gamegee, I wonder why we moved on
>>105653689I use it and it's very much the same as incbin, but I'm not planning to use it anymore once my game bloats past a certain point.
>>105654538You don't have to use in for the dev builds. I only turn it on for releases.
>>1056543452025-06-06T01:45:19 >>> sys-devel/gcc: 14โฒ23โณ
It doesn't take hours, stop exaggerating.
>>105654592>80sThat reminds me, I remember reading a few years ago that LLVM was adding M68K support but when I checked it out you had to compile LLVM yourself with experimental features enabled to get it. Anyone know if that's still the case? I really don't want to try to figure out how to compile LLVM.
>>105655097>can compile at any time since it only takes 15mins>compiles at 2 ambased retard
>>105655015Because your life sucks and you feel personally attacked by the very sovl of pic related?
This is a Korean MMORPG named Cronous Online; its art style is just like many other Korean MMORPGs, especially reminds me Silkroad Online, if I'm not mistaken western games don't have this style. Do you guys know if this art style has its own name? I'm not only talking about the character by the way, the ui, the floor and stairs, entire scene.
>>105655362"Blizzard Style" looks like WoW + Diablo
>my cpu doesnt support avx512 half precision vectors
i hate it here
>>105655362it's called "slopstyle"
>>105654828I'm a larping nodev and I'm fucking sick of SDL at this point, I have no idea what I'm doing. I want to get a 2.5D game going with the new GPU API but it's driving me insane, and I doubt any move for web-capable GL once that's done will make for a smooth transition.
Everything dealing with shaders is filtering me massively. I think I'll just write a GBA game instead.
>>105655879You get what you fucking deserve
>>105654828>noooo dx12 is impossible to learn unless you're a nvidia employee!>ignore the thousands of hobbyist projects out there using dx12! they're probably lying!
>>105654765The Frank Luna one? I mean if you learn Vulkan jumping over to dx12 is relatively simple, in fact itโs actually easier to use than Vulkan.
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>>105654592>reading books>not just learning from Chat-GPTHurry up and die so i can have your job grandpa.
>>105656127>hallucinates api calls that don't exist>WHY ISN'T IT WORKING
>>105656127no one here has a job
if you're not making games for platforms unsullied by jeet projects online or your project doesn't look sufficiently anti-AI your d00md lol
>>105656784Are you trying to embed a game inside of the PE header or something?
>>105656784which part of this tells the pixels on my computer screen what color to be
>>105637024but anon my shitty overhead rendering and no ray tracing in the pipeline that makes rasterization fucking dead for future games
im kind of a retard, but i wanted to make a game engine to learn c++ however im having a slight issue
>calculate mouse movement for a fps camera by getting the current mouse position and finding the difference with the last mouse position
>also need to set mouse position to the center of the screen
>as a result of needing to do both, camera moves back to its default position after mouse movements are finished
how do i solve this problem? i cant come up with any ideas
>>105658441>recieve mouse position input event>mouse speed is mouse position - origin>set mouse position to originits that simple
>>105658441I don't know what libraries or whatever you're doing, but there should be a way to get it to report relative mouse movements, rather than having to go through that whole song and dance.
E.g. https://wiki.libsdl.org/SDL3/SDL_SetWindowRelativeMouseMode
>>105655015That game is far better than the cinematic woke slop you love so much.
Have you guys participated in gamejams? how many days did they give you to make a game?
>>105658477yeah im actually fucking retarded thank you
>>1056587283 minute gamejam
>>105658734it takes longer than 3 minutes just to open unreal
>>105658831>using unrealany real gamedev uses a niche open source engine
>>105658895Only gay men and lesbians use godon't. Read the CoC.
>>105655362Looks like another Lineage II clone
>>105658899>Read the CoC.the what
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This friendly rainbow serpent is helping debug my collision code.
>>105656161>ask for source>hallucinates some quotes with dead links that are 404 even on webarchive
>>105658441The solution is to hide the pointer obviously.
do any of you plan on deploying to consoles? [spoiler](you should)[/spoiler]
how do you figure that's going to happen?
what is the purpose of vulkan if opengl already had zero driver overhead path?
seems like sabotage to me
>>105659411Go write a trivial vulkan program, and you'll understand.
>>105659435>vulkan>trivialUsing Vulkan to its fullest requires level of expertise that would allow you to discard it and use direct access to your GPU commands. In other words, it's worthless.
If you know nothing about hardware, OpenGL will literally just work for you.
>>105659605You're a fucking idiot.
>>105659605I think the point you're trying to make is correct but no Vulkan is not just a thin layer above GPUs
>>105659628It is. It requires thousands of lines of boilerplate that cannot be eliminated because it's hardware specific and if you fuck up at any step, your code won't render any faster than if you just let generic opengl implementation do its thing.
>>105659639No it's not hardware specific. Vulkan provides a hardware agonistic wrapper around GPUs, that's the entire point of a graphics API
>>105659645No it doesn't, you can literally write more optimal code if you know that your GPU is specifically novideo rather than AMD or whatever else.
>>105659647and you can do that with OpenGL too
>>105659658I accept your concession and will stick to OpenGL 3.3 because I'm not an AAA studio that writes a game with vulkan that runs at 60fps in 2025
>>105659664I already told you that I agree with your premise, but Vulkan is a graphics API just like OpenGL, it's nothing like working directly with the hardware
>>105629295 (OP)Do you guys actually make games or do you just make voxel renderers and RPG maker clones?
>>105659670>it's nothing like working directly with the hardwareworking directly with hardware is verbose, boring, and nothing gets done, nobody even uses vulkan, game studios use soulless abstractions over vulkan which is basically reimplementing OpenGL all over again.
>>105659685Why do you bother posting when you have no idea what you're talking about
>>105659157>make game>make it good and fun to play>optimize for steam deck>sell it on steam>marketing campaign, handing out free keys to popular streamers etcOnce cash starts rolling in I'll pay a company to port and publish it for me to PS4, X1 and Switch.
>>105659698Why do you bother coping about the fact that doom eternal runs worse than a dead dog. How much do you get paid to defend them?
>>105659703I'm not defending anything you mongoloid
>>105659708You can either agree or disagree with what I wrote. And what I wrote is a fact.
>>105659718What you wrote's got nothing to do with the conversation and you probably have a mental illness
This thread is become shit again, needs more people posting actual work
>>105659722This is not a conversation, this is merely me extracting a concession out of you.
>>105659722NTA. The past few days I've been organizing the simple homebrew ECS engine I've been making into its own project and added a bunch of unit tests for it.
Is it good? Probably not. Is it performant? No clue! Does it work for me? Hell yeah brother.
>>105659674I am just larping as an engine dev. my engine is slow and bad, but it keeps me busy, and keeps me from becoming a full-blown alcoholic.
>>105659806Tell us about your engine, anon. What does it do? Which functionality does it provide? Why is it slow and bad? How did you measure this?
>>105659768I am intrigued by the variety of fonts in the editor, it gives a cool "programming with technology widely available in 1995" vibe.
>>105660151it's inspired by Love2D, but I use JS for scripting instead of Lua. I use Duktape, which is much slower than LuaJIT (we are talking like tens of times slower here, almost 100x in some of my benchmarks). you can't make another Vampire Survivors with it, but it should be enough for the type of games I am interested in - platformers, time management, point'n'click adventures, etc. generally simple 2D stuff.
honestly, it's nothing special, and basically useless for anyone else, but it's just something to keep me busy.
>>105660201I like my code fonts big and with lots of line spacing. Reduces visual clutter, helps me focus, and forces me to write cleaner code.
>>105660270Nice one anon. Did you already prototype some gameplay implementations with it?
>>105660295yeah, I even posted it here a while back. it's supposed to be a medieval/fantasy pharmacy time management sim. I doubt I will be finishing it - it's just something to test the engine with (file handling, sprites, input, text rendering, etc). all graphics are from google images, run through some filters.
>>105660413That's pretty cool! Nice job anon.
>>105660413This could've been a software renderer.
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my engine can so far render a cube with a hot anime girl texture
Just built a basic scene manager and service container for my roguelike engine (with unit tests, of course). I think this, together with my minimal ECS implementation, should be most of the engine code I need for now.
Time to refactor and straighten out the implementation and go from there.
>>105660779now i want to make a hot anime cube too
Wrote some code that takes a directory of pngs, and builds it into a texture atlas (nearest power-of-two dimensions) at runtime. Including animated sprite support!
WAGMI anons
Vulkan is very easy to use once you get familiar with the objects and enums. The legitimately hard stuff is buried under VMA.
Gamedev is very easy once you have a $400 million USD budget.
>>105629638Based Wars 2
We should honestly use renderdoc games more and see whats under the hood.
>>105663987sadly most things are on some old rendering API or coded to not launch if it's injected (like wow)
>>105659435i don't understand what is the reason to do a breaking change, instead of just incrementally update opengl which seems like a more reasonable approach.
there is nothing in principle that prevents adding vulkan specific objects into opengl, like for example pipeline state object.
what we see now is that on the contrary, things are being added to vulkan that have always been in opengl, like dynamic state
vulkan really reminds me of wayland. same overengineered declarative explicit api disaster, same catastrophic consequences for the community.
>>105629295 (OP)I made a game engine and I am trying to decide what to do with it. It is a visual novel engine. You can play scenes, skip, have choices, have hidden timers that kick off if a player is too slow to make a choice. Display images/play sounds. Jump to other scenes, etc. Set and read context variables to determine story flow, etc. It is written in core Java 23, but makes windows executables via Packr.
I don't remember why I made it and have no plans to use it. I remember making it was important but I don't remember why and I didn't write it down.
What should I do with the engine?
hey guys it's been a while, I was the guy working on the Cyberpunk Daggerfall project when tragically after getting the core code base done I had a project corruption and ended up taking a 2 month break before trying to start from scratch and realizing my project wasn't corrupted it probably just was a single issue which I spent today fixing and updating everything
during the 2 month break i realized a lot of the core design, which worked in theory, wasn't exactly fun or what I wanted from the experience and so I'm changing the cities to be structured like they are in VTMB (not to the same depth, more literally in that the level loads a contained section)
Also dungeons to be made wayy more simplified, as cool as it was to have daggerfall style dungeons that worked (it was really cool) gameplay wise those sucked ass, so the next step is to get them in a simple in and out design rather than an actual fucking maze
as a side, i need to figure out more to do for the "life sim" more so coding I have ideas but yeah implementing them will be the goal
>>105664360>album viewer passes as a game engine now
>>105664179Same reason why OpenGL 3.3 Core was a breaking change. Hardware improved, people realized their mistakes, now there is one more way to do same thing.
>>105664179This really reads like a comment of someone who knows next to nothing about what they're criticizing and next to nothing about what's being replaced.
>>105664836A good API is being abandoned in favor of a bad one.
Modern games still run like the DEI slop they are.
>>105664874Ah yes, the giant global OpenGL state machine. The hallmark of a good API.
>>105664901Computers are global state machines. OpenGL reflects hardware better.
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>>105658728only do it for the social aspect e.g it's a jam held at your uni
>>105664787It is slightly more complex than an album viewer, but only slightly. The images and sounds work on a layering system. So you can draw images on top of images to make scenes, play sfx over the background music, etc.
The problem is that I don't know what to do with it? Should I add more features? Do I try to make a game with it now? Do I release it?
I usually don't complete projects. I usually hop randomly between projects, 50%-80%ing things before abandoning them. What does a dog chasing cars do if it catches one?
>>105665536what does the editor software for your engine look like?
>>105665567There is no editor software. To use the engine, you extend a Java class called SceneBuilder. This gives you access to methods that you chain together using builder pattern to make a scene. You can also run any arbitrary Java code you want. You give another class called SceneRunner one of your SceneBuilder classes and it plays the scene in 1920x1080 full-screen. Basically you have a class which ends up with a method call in it that looks something like
show("background", "maid_cafe").show("char1", "maid1").play("bgm", "cafe_theme).wait(3000).show("char1", "maid2").wait(3000).jump("next_scene");
And underneath that the builder is doing a lot of tricks with Swing and lazy loading to render and play your scenes in a way that makes it look like one contiguous uninterrupted game. To get an executable you just just something called Packr (Minecraft also used this) and run a gradle target.
I considered making a DSL and an IDE, but that kind of feels like bloat when the engine could just be distributed as a jar file and the user can just include it in their Java project and use whatever IDE they want. It seems like it would be easier to just use the code in some nice Java IDE you already know than learn a new, specialized IDE for only visual novels. If you know core Java and you know how to use Gradle, you can learn my engine and start making visual novels which arw Windows executables in about ten minutes, and that feels more useful and like a lower barrier to entry to me than a specialized language/editing application, but I am open to other perspectives. I could certainly make an IDE for it with Swing if I had a good reason though.
>>105665679I failed to close a quote, but you get the idea. You just chain together some methods supplied by the engine in the order you want and you get that scene. Make a class for each scene and chain them together with jumps. Using a Supplier we can do this lazily, so that scene code only runs when the scene is executed. Whole thing is in core Java. I originally wanted to make executabled with GraalVM and native image, but that doesn't support Swing or awt, so I had to use Packr.
Working on a deferred renderer in my DirectX framework. Other than HLSL, it's ~200 lines of C++ code to get to this point, including win32 calls and I/O handling. Goal of my framework is to make it a lot easier to make 3D applications with DirectX/C++, but without providing a full engine. Mostly a *graphics* framework but it also provides some basic game stuff like input action binding (not just key binding) and camera controls
Wow, using string_view with an external library has bitten me right back in the ass.
>Vulkan is for AAA
Kill yourself, Vulkan is for men. This profession isnโt for pussies. If you arenโt comfortable using modern c++ with vulkan/dx12 you can go ahead and give up on engine dev. Anything less than that youโll be reinventing the wheel and might as well go back to Unity.
>>105665790>input action binding (not just key binding)what's the difference?
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>>105666163>If you arenโt comfortable using modern c++ with vulkan/dx12I'm not!
>you can go ahead and give up on engine devI won't!
>>105666997Separating keys (pressing W) from actions (move forward) will make customizable key bindings and handling alternative input types less retarded.