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Thread 105629295

317 posts 106 images /g/
Anonymous No.105629295 [Report] >>105659674 >>105664360
/gedg/ - Game and Engine Development General #283
/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Graphics Debugger: https://renderdoc.org/

Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.

Previous: >>105590392
Anonymous No.105629314 [Report] >>105630303
good morning sirs
Anonymous No.105629638 [Report] >>105632690 >>105633075 >>105636748 >>105663987
>renderdocing random games
>guild wars 2 stores a texture atlas of every individual line of text
kek
Anonymous No.105629705 [Report]
first for spawning threads while posting in a thread
Anonymous No.105630303 [Report]
>>105629314
sirs don't make games
Anonymous No.105630887 [Report] >>105633407 >>105634471
What's the best profiler for C++ games?
Anonymous No.105631483 [Report] >>105631491 >>105631556 >>105632095 >>105632726 >>105637396
How much C should I learn before I start making simple graphical games from scratch?
Anonymous No.105631491 [Report]
>>105631483
none, make it your first project
Anonymous No.105631556 [Report]
>>105631483
all of it
Anonymous No.105632095 [Report]
>>105631483
0.
Just keep a reference handy.
Anonymous No.105632690 [Report]
>>105629638
Based beyond belief.
Did they say fuck localization or are they generated per language?
Anonymous No.105632726 [Report] >>105633237
>>105631483
none. 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).
Anonymous No.105633021 [Report] >>105633056 >>105633159
Considering making either a tycoon game or a Simslike
Or some sort of biology simulation or space simulation
Anonymous No.105633056 [Report]
>>105633021
wow, that narrows it down
Anonymous No.105633075 [Report] >>105633193
>>105629638
maybe they generate those textures at some point? still kinda eccentric.
Anonymous No.105633159 [Report] >>105636531
>>105633021
why not all of them in one game?
Anonymous No.105633164 [Report] >>105633498
how do I write a midi player from scratch for my video game?
Anonymous No.105633193 [Report]
>>105633075
nta, 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
Anonymous No.105633237 [Report] >>105633310 >>105633337 >>105634540 >>105634555
>>105632726
But I don’t care about your standards, I want to use C.
Anonymous No.105633310 [Report] >>105633342 >>105645235
>>105633237
it'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.
Anonymous No.105633337 [Report]
>>105633237
then just use c
Anonymous No.105633342 [Report] >>105634196
>>105633310
>implying the only reason to make a game is to break into le industry
How about havin fun ya fuckin doofus
Anonymous No.105633407 [Report] >>105634559
>>105630887
I've used superluminal and liked it. It's pretty powerful
Anonymous No.105633498 [Report] >>105633595 >>105633651
>>105633164
Anonymous No.105633595 [Report] >>105633730
>>105633498
which ai are you using for these goated replies?
Anonymous No.105633651 [Report]
>>105633498
wtf
Anonymous No.105633730 [Report]
>>105633595
Just tell the AI to respond to all questions like a mentally retarded anime girl
Anonymous No.105633883 [Report] >>105634138
MIDI is just a highly specialized scripting language.
Anonymous No.105634138 [Report]
>>105633883
if midi devices directly understand midi, wouldn't that make it an assembly language?
Anonymous No.105634196 [Report] >>105641424 >>105650530
>>105633342
C 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.
Anonymous No.105634226 [Report] >>105634289 >>105634498
The G programming language.
Anonymous No.105634264 [Report]
>all this arguing over programming languages
>everyone just ends up using unity/godont anyways before giving up and applying at mcdonals
Anonymous No.105634289 [Report] >>105634299
>>105634226
as in GNU?
Anonymous No.105634299 [Report]
>>105634289
nu/g/ hates gnu
Anonymous No.105634471 [Report] >>105634559
>>105630887
I 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)
Anonymous No.105634498 [Report] >>105634509 >>105634554 >>105634563 >>105650530
>>105634226
anything 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.
Anonymous No.105634509 [Report]
>>105634498
Anonymous No.105634540 [Report]
>>105633237
Then use Yamagi.
Anonymous No.105634554 [Report] >>105644808
>>105634498
jai will save us
Anonymous No.105634555 [Report]
>>105633237
Why not odin or something like that? Are you going to use SDL or do everything from scratch?
Anonymous No.105634559 [Report] >>105634626
>>105633407
>>105634471
Thank you. I appreciate the help. I've been avoiding profiling for ages now.
Anonymous No.105634563 [Report]
>>105634498
Just make your own programming language bro
Anonymous No.105634626 [Report]
>>105634559
ill throw in my choices too
intel vtune and pix, both are amazing tools
Anonymous No.105634707 [Report] >>105634763
let me guess, you "need" more
Anonymous No.105634763 [Report] >>105635119
>>105634707
You 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.
Anonymous No.105634795 [Report]
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.
Anonymous No.105635119 [Report] >>105635512 >>105635712
>>105634763
yeah but you don't need the c runtime
Anonymous No.105635512 [Report]
>>105635119
You don't need to use a C runtime to use C, it's a convenience feature.
Anonymous No.105635712 [Report] >>105635740
>>105635119
The 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
Anonymous No.105635740 [Report]
>>105635712
>just some mem-copy at startup to init global variabels and the stack pointer
completely incorrect, it's called a runtime for a reason babygirl
Anonymous No.105636455 [Report] >>105636529 >>105636730 >>105639751
If you’re not using Vulkan with c++ you’re a plain old faggot
Anonymous No.105636529 [Report]
>>105636455
vulkan is for nodevs
Anonymous No.105636531 [Report]
>>105633159
Spore?
Anonymous No.105636730 [Report] >>105636770
>>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!
Anonymous No.105636748 [Report]
>>105629638
Holy based. No wonder it runs so well on my shitbox.
Anonymous No.105636770 [Report] >>105636852 >>105637024
>>105636730
You use Vulkan to future-proof your game for when Linux desktop takes over
Anonymous No.105636852 [Report]
>>105636770
lol good one
Anonymous No.105637024 [Report] >>105637043 >>105657289
>>105636770
I'm future proofing with opengl
Anonymous No.105637043 [Report] >>105637055 >>105639565
>>105637024
>I'm futureproofing by using a dead api only intended for maintaining legacy software from 10+ years ago
Anonymous No.105637055 [Report] >>105637061
>>105637043
ubiquitous legacy APIs are the most futureproof things there is
Anonymous No.105637061 [Report] >>105637063
>>105637055
>intel arc takes over the gpu market
>drops support for dx9/10/11 and opengl entirely
Anonymous No.105637063 [Report] >>105637080
>>105637061
You're retarded
Anonymous No.105637080 [Report] >>105637088
>>105637063
Anonymous No.105637088 [Report]
>>105637080
I wish there was a fucking age limit for this board
Anonymous No.105637117 [Report] >>105637130 >>105637149 >>105637825 >>105638106
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?
Anonymous No.105637130 [Report]
>>105637117
Questions that you can just Google are basically spam in the first place
Anonymous No.105637149 [Report]
>>105637117
ChatGPT gets mad when I say the N-word.
Anonymous No.105637360 [Report] >>105637367 >>105637373 >>105637483
what is the best genres of game for engine-devving?
Anonymous No.105637367 [Report] >>105637479 >>105637483
>>105637360
Something systems heavy with low graphical requirements, a simulation game like Rimworld or DF
Anonymous No.105637373 [Report]
>>105637360
mmorpg with neural networks
Anonymous No.105637396 [Report] >>105637403
>>105631483
You can learn all of C in one evening.
It's a small language.
Anonymous No.105637403 [Report]
>>105637396
>I memorized some keywords that means I learned the language
Anonymous No.105637446 [Report]
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.
Anonymous No.105637469 [Report]
>I learned* the language in one evening!
>*didn't actually learn the language
Anonymous No.105637479 [Report] >>105637493
>>105637367
Why would you make an engine for something like that and not just work on the game itself?
Anonymous No.105637483 [Report] >>105637500
>>105637360
>>105637367
low 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.
Anonymous No.105637493 [Report] >>105637933
>>105637479
Because 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
Anonymous No.105637495 [Report]
>features are not in the language
>creating those features is learning the language
Anonymous No.105637500 [Report]
>>105637483
Unity supports programmable shaders
Anonymous No.105637825 [Report] >>105637861 >>105637868
>>105637117
AI is retarded and is google search but worse because it hallucinates incorrect information.
Anonymous No.105637861 [Report] >>105637947
>>105637825
The general internet is vastly more retarded than AI.
Proof: Your post
Anonymous No.105637868 [Report]
>>105637825
best just to ignore the AI zombies
Anonymous No.105637933 [Report] >>105637948
>>105637493
Obviously I wouldn't use an existing engine, I just don't see the point in making it reusable.
Anonymous No.105637947 [Report]
>>105637861
And all the AIs are getting trained on the retarded posts I make and therefore get more and more retarded what now bitch
Anonymous No.105637948 [Report] >>105637955
>>105637933
doesnt have to be reuseable
Anonymous No.105637955 [Report] >>105637958
>>105637948
I 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.
Anonymous No.105637958 [Report]
>>105637955
Engine means a lot of things these days
Anonymous No.105638106 [Report] >>105638183
>>105637117
How do I learn to get it to answer my questions? I'm not an AI expert I guess since it just gives me garbage.
Anonymous No.105638133 [Report] >>105638206 >>105641082
>Isometric 2D environment
>3D characters with animations
>Faux shadows
>Layer sorting
Can Raylib do this out of the box?
Anonymous No.105638183 [Report] >>105638256
>>105638106
Just 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.
Anonymous No.105638206 [Report]
>>105638133
Pretty much
Anonymous No.105638256 [Report] >>105638277 >>105639602
>>105638183
Obviously, 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.
Anonymous No.105638277 [Report]
>>105638256
pretty sure this board has AI generals and stupid question generals
Anonymous No.105638415 [Report] >>105638523 >>105639428 >>105642785
Added line indicators when connecting pipes
Anonymous No.105638523 [Report] >>105638619
>>105638415
this looks awesome, what's the vision for the gameplay?
Anonymous No.105638619 [Report] >>105639626 >>105642785 >>105643318
>>105638523
It'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 usable
And this video is from yesterday, before adding the indicators for pipes. It shows the whole "game" as of now
Anonymous No.105639428 [Report]
>>105638415
factory game? please say yes
Anonymous No.105639565 [Report]
>>105637043
>opengl
>dead api
lmao. opengl will be in widespread use looong after your nodev bones turn to dust.
Anonymous No.105639602 [Report] >>105641463
>>105638256
>people that say they 3x their productivity
those are all liars trying to sell you something.
Anonymous No.105639626 [Report]
>>105638619
very cool. you might be onto the next big thing.
Anonymous No.105639751 [Report] >>105639997
>>105636455
pretty based. i use dx 12 and c++
Anonymous No.105639997 [Report] >>105640042
>>105639751
if by based, you mean retarded
Anonymous No.105640042 [Report] >>105641161
>>105639997
why is it retarded?
Anonymous No.105641082 [Report]
>>105638133
It 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.
Anonymous No.105641161 [Report] >>105641295
>>105640042
It's a lot of overhead for a hobby project
Anonymous No.105641295 [Report]
>>105641161
great 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
Anonymous No.105641424 [Report] >>105642362
>>105634196
you 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
Anonymous No.105641460 [Report]
C++ reminds me of visual studio so I stay far away from it.
Anonymous No.105641463 [Report] >>105642971
>>105639602
>3x your productivity with AI
I mean if you're a noob I believe it.
AI has diminished returns as you delve into more difficult problems.
Anonymous No.105641550 [Report] >>105641570 >>105641744 >>105642473 >>105642524 >>105650530 >>105654308
>use c++
>write c style code
>only use c++ features I like
I hope one day you know this comfyiness
Anonymous No.105641570 [Report]
>>105641550
the gigachad all of the retards could look up to, bless you
Anonymous No.105641687 [Report] >>105641983 >>105642076
>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
Anonymous No.105641744 [Report]
>>105641550
Based
Anonymous No.105641983 [Report]
>>105641687
What did you add?
I've had this idea for a Pokémon 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
Anonymous No.105642076 [Report] >>105642101
>>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
Anonymous No.105642101 [Report]
>>105642076
dont delete it, it will be like giving it amnesia
Anonymous No.105642351 [Report] >>105642684
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?
Anonymous No.105642362 [Report] >>105642504
>>105641424
sorry you got filtered. also, try having some thoughts of your own instead of regurgitating /g/ memes. maybe even try coding.
Anonymous No.105642473 [Report]
>>105641550
Yeah this guy's got it right.
Anonymous No.105642504 [Report] >>105642678
>>105642362
>sorry you got filtered
if 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 own
says the guy saying C isnt fun and C++ is "le industry standard" lmao. maybe, as a tip, try coding?
Anonymous No.105642524 [Report] >>105642540 >>105642650 >>105642729
>>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 slower
I hope one day you get cured of your retardation
Anonymous No.105642540 [Report] >>105643111
>>105642524
No, that means you're doing it wrong.
Anonymous No.105642650 [Report] >>105643111
>>105642524
-fpermissive
Anonymous No.105642678 [Report] >>105643049
>>105642504
>if you think C is a primitive language
if you think it's not, no wonder you got filtered by C++. it's a whole different level of complexity.
>ive worked enough in both
doubt
>C is superior in basically every way
name one
>says the guy saying C isnt fun
it isn't
>C++ is "le industry standard"
it is
Anonymous No.105642684 [Report]
>>105642351
Learn c, figure them out and reimplement them in js? I don't think there's any magic bullet available to you
Anonymous No.105642729 [Report] >>105642993 >>105643111
>>105642524
Sorry 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.
Anonymous No.105642785 [Report]
>>105638415
>>105638619
Keep going, looks like a cool sandbox and puzzle game
Anonymous No.105642971 [Report] >>105645185
>>105641463
It'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.
Anonymous No.105642993 [Report]
>>105642729
C++ 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.
Anonymous No.105643049 [Report] >>105643225
>>105642678
>insists C is a primitive language
i probably should stop reading after that since youre a nocoder faggot but ill humor you
>doubt
of course youd say that, didnt expect anything else
>name one aspect C is superior in
compilation times
>C isnt fun and C++ is le industry standard
try having some thoughts of your own instead of regurgitating /g/ memes
Anonymous No.105643111 [Report]
>>105642540
Faggot

>>105642650
-fpermissive just means the little c++ code you'll actually write will be bad c++ code. At that point just write c

>>105642729
Modern 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
Anonymous No.105643171 [Report]
me? I write c++ style code with c
Anonymous No.105643225 [Report] >>105643322
>>105643049
>compilation times
try 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/ memes
the irony, lmao
Anonymous No.105643277 [Report] >>105643391
>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
sage No.105643318 [Report]
>>105638619
the 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
Anonymous No.105643322 [Report] >>105643364 >>105643471
>>105643225
i 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
sage No.105643364 [Report] >>105643498
>>105643322
compilation time being an issue while already using incremental builds must be a true masterwork of a software project
Anonymous No.105643391 [Report]
>>105643277
It'd hold up in court.
Anonymous No.105643399 [Report] >>105643498
>saying that the standard is the standard is a meme
lol

lmao
Anonymous No.105643471 [Report] >>105643498
>>105643322
No 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.
Anonymous No.105643487 [Report]
if it takes longer than instantaneous to compile you need to git gud
Anonymous No.105643498 [Report] >>105643520 >>105643609
>>105643364
its just really big. and uses C++. so, super slow compilation times
>>105643471
its 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
>>105643399
youre a meme
Anonymous No.105643520 [Report] >>105644363
>>105643498
That's just a you problem, though. Most people don't have such huge massive pieces of shit to work on.
sage No.105643609 [Report] >>105643711 >>105644363 >>105651990
>>105643498
bro 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.
Anonymous No.105643711 [Report]
>>105643609
probably 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.
Anonymous No.105644001 [Report] >>105644027 >>105644231
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.
Anonymous No.105644027 [Report] >>105645379
>>105644001
The 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.
Anonymous No.105644231 [Report] >>105645379 >>105645395
>>105644001
just don't call yourself indie, say you're a AAA studio
Anonymous No.105644363 [Report] >>105644379
>>105643520
yea i understand you faggots are unemployed
>>105643609
>my troonix embedded toy project
i said im working on a real system that real people use at a company and im being paid for it. apples to oranges anon
Anonymous No.105644379 [Report] >>105644444
>>105644363
You're like Sisyphus, well, at least I have a job!
Anonymous No.105644444 [Report] >>105644510
>>105644379
i 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
Anonymous No.105644510 [Report] >>105646113
>>105644444
It's more than that, you're defending the shit software you work on too, acting like it's normal.
Anonymous No.105644808 [Report]
>>105634554
two more weeks
Anonymous No.105644890 [Report] >>105644897 >>105650471 >>105650775
Been vibecoding a roguelike tonight
Anonymous No.105644897 [Report] >>105644930
>>105644890
Nice, I'd love to make a roguelike type game, but they're one of those genres that will never make money.
Anonymous No.105644930 [Report] >>105645011
>>105644897
Most 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.
Anonymous No.105645011 [Report] >>105645030
>>105644930
I just think it's one of those genres that gets buried.
Anonymous No.105645030 [Report]
>>105645011
It's a shame because they have such high replayability.
Anonymous No.105645185 [Report]
>>105642971
>its professionals, not noobs
Well, I’m sure these professionals know what they’re talking about. After all, there’s no way they could become professionals if they were actually noobs.
Anonymous No.105645235 [Report]
>>105633310
But I don’t care about the industry, I don’t wanna work in the industry, I wanna use C!
Anonymous No.105645379 [Report]
>>105644027
that is true.

>>105644231
that would actually be pretty fun and might just work
Anonymous No.105645395 [Report] >>105645408
>>105644231
>just lie bro
Anonymous No.105645408 [Report]
>>105645395
lie, murder, blackmail, whatever it takes to make it bruh
Anonymous No.105646113 [Report] >>105646269
>>105644510
im 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
Anonymous No.105646191 [Report] >>105646288 >>105646291 >>105649622
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
Anonymous No.105646269 [Report] >>105646331 >>105650776
>>105646113
Well 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.
Anonymous No.105646288 [Report]
>>105646191
The 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.
Anonymous No.105646291 [Report] >>105646340
>>105646191
assign each tile to a cpu core, no need to loop
Anonymous No.105646331 [Report] >>105646501
>>105646269
you've never had a job
Anonymous No.105646340 [Report]
>>105646291
Rewrite it in a co-dfns one-liner and have the gpu do the work
Anonymous No.105646501 [Report] >>105646513
>>105646331
Why would I want to work on shit software and then act like everyone else has the problems I do?
Anonymous No.105646513 [Report] >>105646526
>>105646501
Maybe you don't but you shouldn't enter conversations where the big boys are talking
Anonymous No.105646526 [Report] >>105646534
>>105646513
You think working on some monstrosity that takes 'hours' to compile makes you great? Ok, fine, talk to yourself then.
Anonymous No.105646534 [Report]
>>105646526
No it makes you experienced
Anonymous No.105648295 [Report]
bump
Anonymous No.105648463 [Report] >>105648971
don't forget to set your game's priority to real-time for maximum performance
Anonymous No.105648971 [Report]
>>105648463
my cpu time is 100x lower than my gpu time though
Anonymous No.105648991 [Report] >>105649181 >>105653979
is EAC enough to stop people from cheating in my unobfuscated C# game
Anonymous No.105649181 [Report]
>>105648991
You can't stop people from cheating in a game that's running locally and you shouldn't even try.
Anonymous No.105649622 [Report] >>105649632 >>105651881
>>105646191
for (int i = -1, done = 0; i < 2 && done == 0; i++) {
for (int j = -1; j < 2; j++) {
if (???) {
done = 1;
break;
}
}
}
Its that easy.
Anonymous No.105649632 [Report] >>105649645
>>105649622
Is `break 2;` not a thing?
Anonymous No.105649645 [Report] >>105653362
>>105649632
Sounds 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.
Anonymous No.105649666 [Report] >>105649691
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
Anonymous No.105649691 [Report]
>>105649666
only puritans are afraid of the raw power of goto
Anonymous No.105650410 [Report] >>105651238
>page 7
sirs please do the needful
Anonymous No.105650471 [Report]
>>105644890
What 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?
Anonymous No.105650530 [Report]
>>105634196
C++ 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.
>>105634498
I've come to quite like Swift.
>>105641550
That'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.
Anonymous No.105650775 [Report] >>105651510
>>105644890
Direction indicator seems like a nice idea. My hand starts hurting when playing roguelikes with numpad
Anonymous No.105650776 [Report] >>105651808
>>105646269
ofc 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
Anonymous No.105651238 [Report]
>>105650410
saar 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
Anonymous No.105651510 [Report]
>>105650775
Arrows + gamepad lets you pick a direction before pressing the action key to move. Numpad and vi keys lets you move instantly.
Anonymous No.105651808 [Report] >>105651924 >>105654302
>>105650776
There 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.
Anonymous No.105651881 [Report]
>>105649622
just use a function
Anonymous No.105651924 [Report] >>105651990
>>105651808
>which an individual can do far more readily than some high horse of a corpo
corporations can do incremental compliation too buddy
Anonymous No.105651990 [Report] >>105654302
>>105651924
I 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.
Anonymous No.105653362 [Report] >>105653413
>>105649645
thres a proposal for labeled loops, but seems unlikely to get in anytime soon.
goto is your best choice till then.
Anonymous No.105653413 [Report]
>>105653362
itll be a nice bit of syntactic sugar for all the "goto is even" normies. gotos are good and ill die on that hill
Anonymous No.105653689 [Report] >>105653704 >>105653706 >>105653742 >>105654538 >>105654659 >>105655021
do people use the windows resource compiler for game assets?
Anonymous No.105653704 [Report]
>>105653689
no
Anonymous No.105653706 [Report]
>>105653689
yes
Anonymous No.105653742 [Report]
>>105653689
Personally I just use a website to turn my assets into base64 strings and then copy/paste them into a header file.
Anonymous No.105653979 [Report]
>>105648991
If 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.
Anonymous No.105654070 [Report]
look at this diagram

I bet you guys feel pretty silly now, huh?
Anonymous No.105654242 [Report]
>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?
Anonymous No.105654302 [Report] >>105654345
>>105651808
>>105651990
if 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
Anonymous No.105654308 [Report]
>>105641550
>>only use c++ features I like
There's not a single C++ feature I like, that's why I stick to C. Function is the only meaningful abstraction.
Anonymous No.105654345 [Report] >>105654362 >>105655097
>>105654302
Your 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 hardware
It 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.
Anonymous No.105654362 [Report] >>105654380
>>105654345
nigger im the anon against C++ and slow compilation times and in favor of C and fast compilation times
learn to read
Anonymous No.105654380 [Report] >>105654981
>>105654362
You're the one who can't read, 10 minutes is not even a compile time, 10 minutes is how long Linux takes to compile.
Anonymous No.105654538 [Report] >>105655037
>>105653689
Do you want to recompile your game every time you change an asset?
Anonymous No.105654592 [Report] >>105654687 >>105654692 >>105655015 >>105655107 >>105656127
>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
Anonymous No.105654659 [Report]
>>105653689
for now, only for the file version info block, windows icons and cursors
Anonymous No.105654687 [Report] >>105654709
>>105654592
>427 disjointed libraries and frameworks
You 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.
Anonymous No.105654692 [Report]
>>105654592
You can still have fun in 2025, but chances of making a game are near 0, unless you have time to reimplement gpu drivers.
Anonymous No.105654709 [Report]
>>105654687
DirectX by itself is 6+ disjointed frameworks.
Anonymous No.105654765 [Report] >>105654828 >>105656075
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
Anonymous No.105654828 [Report] >>105655879 >>105656025
>>105654765
The 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.
Anonymous No.105654981 [Report]
>>105654380
>10 minutes is not even a compile time
how are you even able to operate a computer with such a profound level of retardation?
Anonymous No.105655015 [Report] >>105655064 >>105655227 >>105658664
>>105654592
>code in the 80s
>bit-bang memory maps and interrupts
>make game
>the game
gee, I wonder why we moved on
Anonymous No.105655021 [Report]
>>105653689
I 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.
Anonymous No.105655037 [Report]
>>105654538
You don't have to use in for the dev builds. I only turn it on for releases.
Anonymous No.105655064 [Report]
>>105655015
SOVL
Anonymous No.105655097 [Report] >>105655199
>>105654345
2025-06-06T01:45:19 >>> sys-devel/gcc: 14′23″
It doesn't take hours, stop exaggerating.
Anonymous No.105655107 [Report]
>>105654592
>80s
That 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.
Anonymous No.105655199 [Report]
>>105655097
>can compile at any time since it only takes 15mins
>compiles at 2 am
based retard
Anonymous No.105655227 [Report]
>>105655015
Because your life sucks and you feel personally attacked by the very sovl of pic related?
Anonymous No.105655362 [Report] >>105655400 >>105655530 >>105658928
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.
Anonymous No.105655400 [Report]
>>105655362
"Blizzard Style" looks like WoW + Diablo
Anonymous No.105655514 [Report]
>my cpu doesnt support avx512 half precision vectors
i hate it here
Anonymous No.105655530 [Report]
>>105655362
it's called "slopstyle"
Anonymous No.105655879 [Report] >>105655953
>>105654828
I'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.
Anonymous No.105655953 [Report]
>>105655879
You get what you fucking deserve
Anonymous No.105656025 [Report]
>>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!
Anonymous No.105656075 [Report]
>>105654765
The Frank Luna one? I mean if you learn Vulkan jumping over to dx12 is relatively simple, in fact it’s actually easier to use than Vulkan.
Anonymous No.105656127 [Report] >>105656161 >>105656167
>>105654592
>reading books
>not just learning from Chat-GPT
Hurry up and die so i can have your job grandpa.
Anonymous No.105656161 [Report] >>105659122
>>105656127
>hallucinates api calls that don't exist
>WHY ISN'T IT WORKING
Anonymous No.105656167 [Report]
>>105656127
no 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
Anonymous No.105656784 [Report] >>105656948 >>105657138
i giv up
Anonymous No.105656948 [Report]
>>105656784
Are you trying to embed a game inside of the PE header or something?
Anonymous No.105657138 [Report]
>>105656784
which part of this tells the pixels on my computer screen what color to be
Anonymous No.105657289 [Report]
>>105637024
but anon my shitty overhead rendering and no ray tracing in the pipeline that makes rasterization fucking dead for future games
Anonymous No.105658441 [Report] >>105658477 >>105658486 >>105659126
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
Anonymous No.105658477 [Report] >>105658733
>>105658441
>recieve mouse position input event
>mouse speed is mouse position - origin
>set mouse position to origin
its that simple
Anonymous No.105658486 [Report]
>>105658441
I 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
Anonymous No.105658664 [Report]
>>105655015
That game is far better than the cinematic woke slop you love so much.
Anonymous No.105658728 [Report] >>105658734 >>105665486
Have you guys participated in gamejams? how many days did they give you to make a game?
Anonymous No.105658733 [Report]
>>105658477
yeah im actually fucking retarded thank you
Anonymous No.105658734 [Report] >>105658831
>>105658728
3 minute gamejam
Anonymous No.105658831 [Report] >>105658895
>>105658734
it takes longer than 3 minutes just to open unreal
Anonymous No.105658895 [Report] >>105658899
>>105658831
>using unreal
any real gamedev uses a niche open source engine
Anonymous No.105658899 [Report] >>105658941
>>105658895
Only gay men and lesbians use godon't. Read the CoC.
Anonymous No.105658928 [Report]
>>105655362
Looks like another Lineage II clone
Anonymous No.105658941 [Report]
>>105658899
>Read the CoC.
the what
Anonymous No.105659038 [Report]
This friendly rainbow serpent is helping debug my collision code.
Anonymous No.105659122 [Report]
>>105656161
>ask for source
>hallucinates some quotes with dead links that are 404 even on webarchive
Anonymous No.105659126 [Report]
>>105658441
The solution is to hide the pointer obviously.
Anonymous No.105659157 [Report] >>105659701
do any of you plan on deploying to consoles? [spoiler](you should)[/spoiler]
how do you figure that's going to happen?
Anonymous No.105659411 [Report] >>105659435
what is the purpose of vulkan if opengl already had zero driver overhead path?

seems like sabotage to me
Anonymous No.105659435 [Report] >>105659605 >>105664179
>>105659411
Go write a trivial vulkan program, and you'll understand.
Anonymous No.105659605 [Report] >>105659619 >>105659628
>>105659435
>vulkan
>trivial
Using 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.
Anonymous No.105659619 [Report]
>>105659605
You're a fucking idiot.
Anonymous No.105659628 [Report] >>105659639
>>105659605
I think the point you're trying to make is correct but no Vulkan is not just a thin layer above GPUs
Anonymous No.105659639 [Report] >>105659645
>>105659628
It 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.
Anonymous No.105659645 [Report] >>105659647
>>105659639
No it's not hardware specific. Vulkan provides a hardware agonistic wrapper around GPUs, that's the entire point of a graphics API
Anonymous No.105659647 [Report] >>105659658
>>105659645
No 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.
Anonymous No.105659658 [Report] >>105659664
>>105659647
and you can do that with OpenGL too
Anonymous No.105659664 [Report] >>105659670
>>105659658
I 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
Anonymous No.105659670 [Report] >>105659685
>>105659664
I 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
Anonymous No.105659674 [Report] >>105659806
>>105629295 (OP)
Do you guys actually make games or do you just make voxel renderers and RPG maker clones?
Anonymous No.105659685 [Report] >>105659698
>>105659670
>it's nothing like working directly with the hardware
working 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.
Anonymous No.105659698 [Report] >>105659703
>>105659685
Why do you bother posting when you have no idea what you're talking about
Anonymous No.105659701 [Report]
>>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 etc
Once cash starts rolling in I'll pay a company to port and publish it for me to PS4, X1 and Switch.
Anonymous No.105659703 [Report] >>105659708
>>105659698
Why 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?
Anonymous No.105659708 [Report] >>105659718
>>105659703
I'm not defending anything you mongoloid
Anonymous No.105659718 [Report] >>105659722
>>105659708
You can either agree or disagree with what I wrote. And what I wrote is a fact.
Anonymous No.105659722 [Report] >>105659734 >>105659768
>>105659718
What 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
Anonymous No.105659734 [Report]
>>105659722
This is not a conversation, this is merely me extracting a concession out of you.
Anonymous No.105659768 [Report] >>105660201
>>105659722
NTA. 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.
Anonymous No.105659806 [Report] >>105660151
>>105659674
I 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.
Anonymous No.105660151 [Report] >>105660270
>>105659806
Tell 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?
Anonymous No.105660201 [Report] >>105660295
>>105659768
I am intrigued by the variety of fonts in the editor, it gives a cool "programming with technology widely available in 1995" vibe.
Anonymous No.105660270 [Report] >>105660295
>>105660151
it'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.
Anonymous No.105660295 [Report] >>105660413
>>105660201
I like my code fonts big and with lots of line spacing. Reduces visual clutter, helps me focus, and forces me to write cleaner code.

>>105660270
Nice one anon. Did you already prototype some gameplay implementations with it?
Anonymous No.105660413 [Report] >>105660586 >>105660682
>>105660295
yeah, 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.
Anonymous No.105660586 [Report]
>>105660413
That's pretty cool! Nice job anon.
Anonymous No.105660682 [Report]
>>105660413
This could've been a software renderer.
Anonymous No.105660779 [Report] >>105661096
my engine can so far render a cube with a hot anime girl texture
Anonymous No.105660894 [Report]
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.
Anonymous No.105661096 [Report]
>>105660779
now i want to make a hot anime cube too
Anonymous No.105661484 [Report]
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
Anonymous No.105662931 [Report] >>105663244
its ogre
Anonymous No.105663244 [Report]
>>105662931
ogre3d?
Anonymous No.105663829 [Report]
Vulkan is very easy to use once you get familiar with the objects and enums. The legitimately hard stuff is buried under VMA.
Anonymous No.105663935 [Report]
Gamedev is very easy once you have a $400 million USD budget.
Frosch !!SpWAN5QZ7rf No.105663987 [Report] >>105664105
>>105629638
Based Wars 2
We should honestly use renderdoc games more and see whats under the hood.
Anonymous No.105664105 [Report]
>>105663987
sadly most things are on some old rendering API or coded to not launch if it's injected (like wow)
Anonymous No.105664179 [Report] >>105664804 >>105664836
>>105659435
i 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.
Anonymous No.105664360 [Report] >>105664787
>>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?
Anonymous No.105664391 [Report]
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
Anonymous No.105664787 [Report] >>105665536
>>105664360
>album viewer passes as a game engine now
Anonymous No.105664804 [Report]
>>105664179
Same 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.
Anonymous No.105664836 [Report] >>105664874
>>105664179
This 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.
Anonymous No.105664874 [Report] >>105664901
>>105664836
A good API is being abandoned in favor of a bad one.
Modern games still run like the DEI slop they are.
Anonymous No.105664901 [Report] >>105665391
>>105664874
Ah yes, the giant global OpenGL state machine. The hallmark of a good API.
Anonymous No.105665391 [Report] >>105665609
>>105664901
Computers are global state machines. OpenGL reflects hardware better.
Anonymous No.105665486 [Report]
>>105658728
only do it for the social aspect e.g it's a jam held at your uni
Anonymous No.105665536 [Report] >>105665567
>>105664787
It 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?
Anonymous No.105665567 [Report] >>105665679
>>105665536
what does the editor software for your engine look like?
Anonymous No.105665609 [Report]
>>105665391
(You).
Anonymous No.105665679 [Report] >>105665702
>>105665567
There 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.
Anonymous No.105665702 [Report]
>>105665679
I 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.
Anonymous No.105665790 [Report] >>105666997
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
Anonymous No.105666072 [Report]
Wow, using string_view with an external library has bitten me right back in the ass.
Anonymous No.105666163 [Report] >>105667267
>Vulkan is for AAA
Kill yourself, Vulkan is for men. This profession isn’t for pussies. If you aren’t comfortable using modern c++ with vulkan/dx12 you can go ahead and give up on engine dev. Anything less than that you’ll be reinventing the wheel and might as well go back to Unity.
Anonymous No.105666997 [Report] >>105667906
>>105665790
>input action binding (not just key binding)
what's the difference?
Anonymous No.105667267 [Report]
>>105666163
>If you aren’t comfortable using modern c++ with vulkan/dx12
I'm not!
>you can go ahead and give up on engine dev
I won't!
Anonymous No.105667906 [Report]
>>105666997
Separating keys (pressing W) from actions (move forward) will make customizable key bindings and handling alternative input types less retarded.