Build a Roguelike-edition
/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:
>>105629295
>>105668849You do have tests in place to support your refactoring, right anon?
>>105668866>testsfound the webdev
>>105668951Guilty lmao. Webdev by day, gamedev by night.
Idk anons it feels comfy to know that the shit I built won't regress later on with new additions or refactoring.
Only doing it for engine code, however.
>>105668972You can know if things regressed by playing the game.
>>105669181Just saving myself debugging time in advance
>>105669207You're just wasting time instead of making a game.
Is there some kind of foolproof formula for knowing how many threads you should create
Should I do one for each logical core or what
>>105669220Tell that to the other people arguing about vulkan vs opengl, c vs cpp etc.
Speaking of which, where's your game, anon? Or are you still stuck on the engine? Because I for sure am not.
>>105669230I'm busy wasting time on engine tech and not making games.
>>105669246Redpill me on your engine. What does it do?
>>105669255It wastes my time.
>>105669272Seems like we're all wasting time in this thread. Welp, back to coding my map generator.
>>105668951whats wrong with tests? i use them to make sure my math and constraint solvers dont get messed up when i completely overhaul the algorithms. its faster than having to track down whatever is going on during debugging than to have tests compare the new implementations to good known states
>>105669454How can you mess up something that doesn't exist?
>>105669454Other anons haven't taken the testpill yet. I guess they're not used to building production-grade software.
>>105669498Thank you for posting this sloppa franchise's worst girl, I really needed an idea for
>Unlimited test workswhich are even more worthless than UBW.
>>105669454testing for games is usually just starting the game and seeing if it works
file
md5: 90a31ae334737b23d46a3eb11a001a0b
๐
>>105669498Look at this
>>105668972>48 testsAnon, you have 48 tests for your whole engine. 48 tests wouldn't be enough to cover even the inventory slots system of my game. It's not that I'm against tests, it's that being a solo developer means I either build features or test it on the go. I'd rather have players as testers anyway, and the obsession with correctness is IMO a mistake. Someone said that diamond is pretty but adding to it is hard, while a mudball is messy but adding to it is easy.
Tests are nice to have but ROI is way too low and opportunity cost is far too high for a solo project.
>>105669633I just started this project 3 days ago and I'm working towards a very simple MVP tho.
>>105669649If it works for you great, Iโm not trying to convince anyone that their approach is wrong, but donโt be surprised when people donโt write tests for video games. Even if you prove that an algorithm or procedure is correct that doesnโt even mean itโll be doing what you want in game, only that itโs correct from a mathematical perspective. This means that for games real testing beats manual testing most of the time.
Iโm not fully against tests though, but that would be mostly for low level library code or implementation of rules like given some character with such stats simulate a number of attacks and see if the average makes sense.
>>105669661>real testing beats manual testing most of the timeThat doesn't make any sense, sorry I just woke up. I meant to say, playtesting beats automated tests most of the time.
>>105669661Agreed, that's why I only cover engine code. There's a lot more code going on that's not supported by tests.
>>105669470i dont do TDD if thats what you are talking about. i test things that exist and would be quite a lot of code to go through. so tests if my parsers are correct i will do, but testing if i can convert an int to a string i wont do
>>105669498they like living on the edge, i guess
>>105669631maybe in your world, but not in the real world
>>105669832unit tests for games arent that common in the real world either
>>105669861idk man, naughtydog even tests their shader code
>>105669881>stuff looks good>yup, it works
>>105669938if thats what you want to believe, then i hope you sleep soundly tonight
>>105670003You probably also use cryptographically secure prng for randomness since otherwise it might not feel fair to the player?
>>105670025because what prng i use is related to testing code
>>105670038prng's are one of the most tested pieces of software. Especially ones used in cryptography.
Because your game is just too good for simple state = _mm_crc32_u32(state, state << 18);
>>105670043that is not the question you asked me. you asked if i use a cryptographically secure prng, not if i test my prng
i use different prngs for different purposes, including crc32
stop grasping at straws
>>105670079crc32 isn't a prng though, it's a hash function. You should've tested that before misusing it. Watch out, 4 billion period is not enough for bing bing wahoo randomness...
>>105670089yes, by itself it isnt. also still grasping at straws
>>105670110I hope you at least test what matters, like save files, even though good games don't need those anyway.
>>105670111what matters? no i test if 1 + 1 = 2, 5 million times, just in case a cosmic ray flips a bit
>>105670122cosmic rays aren't real.
try not to reply to the psycho troll
>>105670111the time it would take you to reach a high enough coverage for any game or game engine is most likely an order of magnitude higher than the time it would take you to debug errors as they happen
I do more or less agree that some systems are inherently hard to debug (garbage collectors, serializers, things like that) and proving they're correct may be a good idea, but only because the time to write the tests would be smaller than the time to debug them. For most other systems that's not quite true.
Also you brought up ND but they can afford the extra expense. I doubt most solo or small team developers who made successful games ever bothered with tests, starting in the 90s with Rollercoaster Tycoon and up until now with Schedule 1.
>>105670188Tests in general are worthless and are busywork for job security.
>>105670201I would normally agree but it depends. SQLite for example must ensure correctness under all sorts of edge cases like power failing during a write, voltage spikes, etc. Then there's the fact that there can be legal liabilities like in finance and medicine.
But I also think that most people approach tests in a very naive way. They take some optimal operational conditions, run the test, and they're happy to see that it passes. Shit dude, you have to simulate power going down while saving your game and seeing if the file gets corrupted, that's where automated testing shines. You have to simulate the player hitting quicksave while another save is going on. People thing they're doing TDD but from my experience seeing how the average programmers write tests, they really aren't.
>>105670216>Shit dude, you have to simulate power going down while saving your game and seeing if the file gets corrupted, that's where automated testing shines. You have to simulate the player hitting quicksave while another save is going on.The first case is a literal freak edge case that no game accounts for and the second isn't something you need to test for at all
>>105670216>SQLiteDatabases itself are worthless busywork.
>ensure correctness under all sorts of edge cases like power failing during a write, voltage spikes, etcDoes it have a test for me using a jackhammer to drill through the MRI machine it is writing the results?
>>105670222Shit like this is pure cargo cultism, correct way is to have hardware redundancy, something software cannot ever account for. This even applies for games. If someone cried to me about corrupted savefile, I'd ask them why don't they just replace their dead disk and resilver their zfs cluster.
>>105670224Yes, itโs equivalent to power failing. It wonโt corrupt the database.
>>105670222Then youโre most likely writing trivial tests
>>105670233>It won't corrupt the database,Oh boy I sure am glad that the database will be fully recoverable after I jackhammer the disk too...
This is beyond fucking retarded, anon.
>>105670233Are you writing tests to see if you can't start one process while another is running? Really?
>>105670239there's no people bringing jackhammers to MRI machines, meanwhile there's power outages with voltage drops while the generators kick in
SQLite ensures DB integrity under 99.9999999% of expected edge cases
>>105670244>Game testing to see if it is already running.This is one of most homosexual behaviors I ever observed.
>>105670253$50 PSU could keep the power long enough before you start the generator, without expecting software to fix your non-problems, stupid boomer.
>>105670140you arent real either
>>105670253hows this relevant to games
>>105670269Retard user might unplug their computer while game is running, then blame you of course.
>>105670273Literally no game guards against this
>>105670279Many games duplicate savefiles just so at least the old save survives.
>>105670279pokemon solved this in the 90s
Share some progress of what you're working on, anons. Screenshots of your game or of the code.
>>105670433I've decided to try and learn 3D modelling to make my own assets, but I have nothing screenshot-worthy for that.
>>105670478How's it working out for you? What kind of assets are you looking to make?
>>105669633What about tests to ensure the correctness of tests?
Is anybody here working on a game that isn't just pooping around for fun and actually realistically can and will make a dollar at some point?
>>105670433i am working on threading. currently trying to find a good way of limiting how fast it runs, so atm im reading the docs since sleep is trash and theres no nanosleep like on linux
>>105670505i hope i will make a dollar at some point from my game
13870
md5: 11992ec2adc77a70207413362f8817e5
๐
>>105670483>How's it working out for you?Barely started, still just banging around shit in blender and trying to get a feel for it.
I'm probably jumping in way too quickly and going straight into trying to make a human.
My eventual goal is something in the same ballpark as Pokemon on the 3DS. Not exactly the same style, but low-poly and vaguely animeish.
>>105670505No, nobody here is working on Fortnite 2 or World of Warcraft 5 or CS:UNIVERSE.
>>105670505In theory someone might buy my stupid bullshit but I'm going to have to add a lot to make it sellable
>>105670505I've released a few games
>>105670639but did you make money from it?
>>105670887how many sales? not to diminish it, just out of curiosity
>>105670908I only got paid by my publisher so I don't actually know, it was a long time ago
Enough to live off for a few years at least
>>105670924i hope ill make it like you did
has anyone here made anything yet?
last time i checked it was like gedg#20 or so
>>105670924Goals. Make game, get money, take sabbatical, rinse repeat.
>finally implement a high resolution waitable timer
>500ยตs to 550ยตs overhead on top of the duration to wait
i hate this so much guys, i thought i had it but its not quite there yet... id hate to have to go dig up undocumented kernel functions
>>105671559>500ยตs/gedg/ finds out about syscalls...
Just ignore it, because alternative is benchmarking syscalls at startup and subtracting 767ยตs before sleeping and then using a busy spinning loop to finish waiting.
>>105671593yea i know its a syscall but still, i didnt think it would be that expensive. ill give it another shot with an undocumented function, if that still costs a lot, i guess im fucked and have to just spin in user mode or take an L and accept a ~100ยตs jitter if i just subtract the 500ยตs from the wait
>>105671655>~100ยตsAny spike in cpu usage could easily make it way more than that.
>>105671667very true, im just a bit autistic about it for no good reason
>>105671701It also depends on kernel preemptibility.
In the end it doesn't matter, because all modern games are triple buffered, your monitor is always several frames behind.
>>105671727this isnt for the render thread but the simulation one, so if the timestep is too small things get fucked up. i could of course just spin, but thats not ideal either
>>105668849this except as a form of procrastination
>>105671771So just simulate as many states as you need and replay them on time, fixed timestep simulation doesn't depend on time at all.
>>105671839if the simulation takes less time than a timestep, you need to do something with the remaining time, you either spin, yield, or something else. im trying to find the solution with the smallest overhead that isnt spinning
>>105671871No you don't, you can keep going and it's irrelevant how fast simulation is, if your simulation doesn't have user input, it could even be running ahead for thousands of steps ahead of render thread and mostly sleeping permanently because GPU won't catch up if that's really an issue you have.
>>105671905i think we are talking past each other
what i mean is if you simulate at some fixed interval, then if the time it takes to do the simulation is less than that, you need to wait for whatever is left of the timestep
none of this has anything to do with how fast the gpu is
>>105671998The whole point of fixed timestep is that you don't have to wait.
>>105672124if you do 3 seconds of work in 1 second and then right after do another 3 seconds of work in 1 second, then you are 4 seconds into the future
>>105672219When you're speaking in seconds, you can sleep for seconds and don't need perfect accuracy. Literally just double buffer the simulation.
>>105672235i think we are definitely not on the same plane. i dont know why you are talking about buffering things all of the sudden. my problem is. things are running too fast and i want to avoid that while also not being forced to spin
>>105672377Because presimulating ahead lets you sleep less accurately.
>>105670518Godspeed!
>>105670639Nice! What kinds of games? Were they solo projects or did you have some sort of a team?
>>105672525platformers and top-down shooter. solo projects
>>105672551How does one get into that position? Surely you must have had prior industry experience or a few fairly polished prototypes for a publisher to take you seriously, no?
>>105669255>Redpill me on your engine.Engine go Brrrrrrr!
>Achievement Unlocked
>said the n-word
>>105673227>1/1,000,000,000
1 month, no more seam between lod
>>105673695ue5 could've fixed that with one toggle
>>105673695That looks oddly like Unity and Sebastian Lague has a tutorial on this... Anon...
>>105668866I hate automated testing and unit testing. I like it on principle but there's a time when it can be too much and hinders productitvity.
>>105673695Same except on a subdivided icosahedron
>>105674852your problem is your thinking in polygons instead of monitor pixels
>>105674935Your problem is thinking in real things than imaginary ones. Voxels won.
Software rendering won.
>>105674954performance should scale linearly with the number of pixels, allowing for unlimited detail in the simulation
>>105674967If that were the case, we'd all still be using 1366x768
>>105675059240p@60hz is the ideal for gaming
>>105675070Based CRT user.
how are you supposed to enginedev if you don't have 40 different test rigs spanning 15 years of hardware generations, vendors, and operating systems?
>>105675211You wrote like someone who hasn't got a clue about anything.
>>105670433A lot of code refactoring for the input and rendering system. Then trying to get this shape adding to work so that they look connected by face. Not sure how I'm gonna do it yet or if it'll even work.
>>105674935>>105674954>>105674967Funny you mention these things, last winter I wrote this cpu splatter prototype which uses the techniques from euclideon's "infinite detail" and Ken Silverman's PND3D renderers. Pretty much combines the pros of raycasting and rasterizing, though heavily relies on sequential decision making thus can't ever be ran on a GPU.
I never got to vectorizing the polygon rasterizer nor does it multithread yet. I got distracted by other things. But it already performs around the ballpark that Ken's PND3D did in single thread mode.
>>105675266>real enginedevs don't testfound the vibratorcoder
>>105675325What is there to test? If some irrelevant CPU is broken?
>>105675325>>105675211You just need to pass the "werks on my machine" test, and then berate the users if it doesn't work on theirs and that it's their fault.
It's good enough for many AAA devs, so why not you?
>>105675417Because I'm a SS dev.
>>105675303Nice frame drops, loser.
>>105675545Our daddy taught us not to be ashamed of our frame drops, especially since they're such good size and all.
>>105675582Hope that daddy hits the grave soon.
>>105675545Lets see you draw a scene with 63.9 million visible voxels using just a single CPU core.
>>105675610Work on your toy engine and jerktracing behemoth that no one uses. Just don't sit on the computer for too long, Timmy.
file
md5: fb8a34c2d04cfc8e3e4f01df0ed5649f
๐
There are exactly 60 frames in a second.
>>105675695*leaps over a second in your path*
>>105675667What is your problem today? It's like you don't anyone to post in this thread for some reason.
Every time I've posted anything here I get mostly seething in return. What's wrong with this general?
>>105675722Leapseconds don't exist. Checks for >59 do tho.
I finally got normal maps working in Vulkan. Friendly reminder to use unorm and not srgb. Next up is shadow maps and then a background cubemap, and that will cover the basics for a complete scene.
>>105675920Afterwards itโll be implementing
>debug views>anti aliasing>compositing(maybe)Then continuing with the gltf format
>multiple cameras with selection >basic non deform animationSomewhere along the way Iโll fit in OIT and SSAO
>>105675964I want to have a solid renderer before taking the plunge into physics and timestepping
>>105675545>>105675667Strong ngmi crab energy from these posts
>>105675695True, but irrelevant as the human eye only sees at 24 frames per second.
>>105676016Stay in denial of your failures. I don't care about you personally just had to comment on these lost frames old man.
>>105676031I'm not even that guy you're trying to "dunk on", I just got here and voiced my observation about you
>>105676049Sure even so doesn't change a thing. You are also good at doing mundane things, just like that anon.
>>105676056>straight up a compliment: you're good at somethingThanks!
>>105676073Also good at being disingenuous too. Just getting as much of a ngmi vibe from you.
json["mult"].destruct({
{"r", v.multiplier.r},
{"g", v.multiplier.g},
{"b", v.multiplier.b},
{"a", v.multiplier.a},
{"i", v.multiplier.i}
});
Finally got my shit together and made a json api that's not a nightmare to use.
>>105674852looks diabolical
>>105673077Yeah, I released a few free games before I did commericial games
The entire concept of vertices is archaic and should be illegal.
>>105675740It's literally the same guy who ruined /dpt/ trying to ruin this thread aswell
>>105675740/g/ threads related to programming are infested with this hyper-aggressive tranny schizo, trying to prove he's the next Terry Davis or some garbage.
It's so fucking tiring. Man I wish this place had some actual form of moderation.
>>105677738He tends to stay out of this one because he knows absolutely nothing about video games so when he tries to argue about things he gets humilated
Audio for moving fluids. No audio yet for collisions.
>>>/wsg/5906466
Anyone have any ideas for transparency sorting? Doesn't have to be perfect. Right now fluids are always rendered last, so basically anything would be better than that.
>>105677914Either sort them by their distance to the camera or use dithering
Maybe there's some other techniques but those are the most common
>>105675303this looks awesome btw, ignore the schizo
>>105677922Dithering is fine for now I guess. I wasn't using it before because I don't like how it looks, but now I need the proper sorting. Maybe I can come up with something else eventually.
>just want to program a video game
>"btw if you don't possess arcane knowledge of these magic symbols you just happened to hear about on a random dev blog your game won't run on laptops"
c64
md5: e5adf34a68c1d45a8d63ffbe083df4d8
๐
>>105678058Commodore 64 devs really didn't know how good they had it.
>>105675752"time" is based on how fast we move around the sun, if it speeds up or slows down, someone will add bullshit like leap years and seconds to "fix the calendar" because it's all made up.
>>105678101damn, I sure am glad the entire universe orbits the sun so time exists everywhere
>>105678104I sure am glad that I just use rdtsc from my CPU instead of making my game rely on random "real time" nonsense that might jump 5 seconds backwards if ntp suddenly decides to fix up the "drift" because apparently time is so real that we don't have technology to keep track of it.
>>105678113yeah sometimes I just zone out and next thing I know 3 years have passed shit's weird
>>105678118You should look up what coma is before you attempt to be sarcastic about things beyond your comprehension.
>>105678058>DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE>VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPUits that easy in the modern era
>Modern OpenGL Guide.pdf
// hello world triangle
float vertices[] = {
0.0f, 0.5f, // Vertex 1 (X, Y)
0.5f, -0.5f, // Vertex 2 (X, Y)
-0.5f, -0.5f // Vertex 3 (X, Y)
};
>glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
>the stride,
>or how many bytes are between each position attribute in the array.
>The value 0 means that there is no data in between.
>This is currently the case as the position of each vertex is immediately followed by the position of the next vertex.
Son of a bitch.
stride = 0 works because it's a shortcut, not because there are 0 bytes between 2 vertices (or between this vertice's 2dposition field and the next vertice's 2dposition field)
stride is size of a full vertice (struct), here it's 8 bytes.
>>105678058>>105678175rare time when Windows is actually superior to Linux
>egl? but discrete gpu can't be setup in justwerks manner, use glx>but glx is just a shitty extension that for some reason has imaginary problems happen in real world all the time>but don't worry, wayland, on which nvidia doesn't even work, fixes egl, I promise!
>>105678192You should try reading opengl guide written by someone who actually sold his game, oh wait, that never happened, stick to reading khronos manual.
How long until GPUs just go full blown fixed pipeline raytracing machines and 3d programming disappears entirely?
>>105678220This will never happen, because "raytracing" is just compute shaders that for once aren't slower than a dead dog.
>>105678220lol sorry you get ai frame generation instead
>>105678209nah, I've been in tutorial hell for too long and appart from this nitpick this one seems ok.
>>105678220raytracing is always going to be slower than rasterization so not unless GPUs increase in strength by an order of magnitude
>>105678379that's what they said about raytracing in general and then you had rtx
>>105678403And? Normal rasterization is still faster.
>>105678403And it's still true, they're using RTX for things that you can't do with rasterization
does anyone here engine dev with linux? how?
I don't even want my own game engine I just want to make a basic 3d simulation but basically everything online is for windows and visual studio.
>>105678505You just install SDL or glfw and use either opengl or vulkan, it's not that complicated.
>>105678505>basically everything online is for windows and visual studioUse vscode and also what this guy said
>>105678538You can use emacs or (neo)vim instead of vscode if you don't like microsoft, but it will take longer to get started.
>>105678632>but it will take longer to get started.no it won't
>play old game
>shadows are sharp and well defined
>play new games
>shadows are a blurry mess
>>105678809>>play old game>shadows don't exist because nobody gives a shit
>>105678809Depending on how old we're talking, they probably only did shadows for a few objects like the player character using some brute force CPU algorithm.
Why does it write like that?
>Furthermore, the recommendations in
[NVIDIA08] are from 2008 (first generation geometry shaders), so things should have improved.
what's the best linux distro from engine devving?
>>105679048even tumbleweed?
>>105679037Linux accounts for less than 1% of the gaming market but will account for more than 99% of your debugging time.
>>105679037Gentoo. If you're an actual programmer, you don't have time to deal with cucksoomer slop distros, you need a distro that supports debugging and profiling on a level of whole OS including the kernel.
I know this might not be the right place to post, but I wanted to share something. Iโve been wanting to make a little RPG game and after finding RPG Maker is a little piece of shit, I decided to start learning C# with the C# Playerโs Guide, and now Iโve been going through the official Unity tutorials (like Create with Code, etc.)
And Iโm actually having fun! Once I finish the tutorials I plan to make a simple little game just for myself. you can create a character, choose a type of enemy to fight from a map, and then go into a basic turn-based combat screen to battle. just something I can build and enjoy on my own lmao.
Wish me luck /g/iggers.
>>105679062Did I fucking stutter?
As long as your ide and compiler runs on it, your distro (or Windows or macOS) does not matter.
>>105679062>>105679037It honestly makes very little difference, unless you're someone who particularly likes to use much newer versions of libraries.
>>105679089Godspeed anon. Be sure to share some progress from time to time. We have too little of that itt
>>105679237>As long as your ide and compiler runs on ityeah it doesn't at least not without fixing a bunch of shit. why doesn't anything just work?
>>105679260Just run Ubuntu LTS. Unless you're doing some very esoteric low level microprocessor shit. Better yet, use a MacBook with macOS if you want shit to just work.
>>105679265>just dev on metal if you want vulkan to work
hol up if all the transforms are done in the vertex shader then how does collision detection work without duplicating all that work on the cpu?
>>105679280There's not a single game that uses triangle perfect collisions.
>>105679280On the CPU you're transforming some bounding boxes of select objects that matter for the simulation, on the GPU you're transforming the tens of thousands of vertices that make up the model
>>105679280You have collision meshes on the CPU, collision meshes usually aren't the same as the one you're rendering
>>105679280>he's using model meshes for collision detectionu fukin wot m8
>>105668849why do you refactoring if you're a solo dev?
>>105679446thats an odd question
refactoring is for team projects and maintenance
>>105679449refactoring is for team projects and maintenance
>>105679453its got nothing to do with being on a team
>>105679458I don't think you know what refactoring is.
>>105679469improving code, making it clearer, faster, easier to expand
>>105679478Just write it good the first time. Smh ngmi
>>105679484whats the point in making retarded posts like this?
>>105679478if you should go back and make your code base clearer, you're failed in the first place
>>105679484this
>>105679494Shut up, tranny schizo. Nobody asked for your input.
>>105679280you do collision detection in the vertex shader too duh
>>105679494Nobody writes good code the first time
>>105679497that's funny coming from the tranny schizo
>>105679497good morning sir
>>105679499i do tho
>>105679485To first think about the code you're going to write before writing it. Unless you're a nodev vibecoder, of course.
>>105679507please stop ruining the thread
Time to give my map generator some more love and make my levels look less boring.
>>105679248I'm definitely going to do this. I'm currently on Chapter 4 of the Create with Code tutorial and after that i plan to follow a 2D tutorial to understand the differences between 3D and 2D things in unity (like rigidbody 2D/3D, etc.). Then I will jump into making my own little project.
And yeah I'm honestly really excited. It's the first time in maybe two decades that I've found a hobby that truly interests me something I can sink countless hours into while learning on my own. It feels like a mix of self therapy and finally discovering the right thing.
>>105679540Hell yeah anon, you got this. I'm rooting for you and your project.
>>105679544JetBrains is so comfy. I wish Junie support would release soon so I can vibecode even more efficiently.
>>105675740Don't mind them. They are making slop in Godot while you are making something they never could.
>>105675740>>105679561Slop in Godot sells, your game will be ran by nobody.
>>105679668>gaydotgay people don't actually play video games
>>105679677Gays aren't people and they're among the most likely of humanoids to play your indie game.
>>105679534Not perfect, but better.
>>105679697This is same shit with more rooms, you can do so much better than that.
>>105679711It will look better once I add enemies, props, decals, doors etc and implement autotiling. Cba to do that for the MVP.
Next up is refactoring my old camera system and then work on the actor/turn system, before adding some basic enemies and fog/FoV.
>>105679730No it won't, it will forever look shit. Do better.
>>105679738Supporting prefabs (including genning a map with only connecting prefabs) is already on my to do list.
What, you want me to work on this right away?
>>105679750Yes, if world is shit, things in it don't even matter. First of all, "you're stuck in brick walls" shit has been done for a billion times. At least use sandstone like you're in some pyramid, or organic jungle that cannot be crossed with tools you're stuck with, or some underwater cave, or even just a normal cave. Dungeons are dated and boring slop. Do better.
>>105679761Please stop posting
>>105679778Stop coping. The fact you posted an "update" with 0 improvements shows that you're ngmi. Do better.
>>105679793I didn't post shit, get the fuck out of the thread you psychopath
>>105679796Stop crying faggot. All I told you to do is to do better. At least read a book about dungeons instead of generating slop.
>>105679793NTA. Where's your progress, anon?
>>105679800Go back to making registry dumpers
>>105679804>progressI already did everything I wanted to.
>>105679808Please take your meds.
>>105679815Take yours and maybe you'll stop being the worst poster on this board
>>105679817If you took yours, you'd have noticed that registrydumber stopped posting as much once I've proven that he doesn't even know as much as compiler behavior in regards to tzcnt.
Now stop deflecting, and make a dungeon generator worth posting on this thread, loser.
How about you both behave. Go outside and touch some grass. We're talking gamedev in here.
>>105679829Why are you talking about yourself in third person
>>105679836So let's talk about who will be impressed by square boxes overlapping with no story behind why they're here.
>inb4 autists get stuck on how story isn't important once againUsing L-systems, you could build rules for dungeons built by specific ancient factions and have some variety in your soulless crawler, but no, you're too stuck up in your ass to take criticism like every single faggot.
>>105679853I'm not the one you've been arguing with lol NTA. I've just been posting good vibes and sharing some progress (no matter how insignificant it seems to you).
Be better.
>t. rldev
>>105679865Don't reply to him, he exists solely to drain the energy from others, he doesn't make anything
>>105679865https://sci-hub.se/10.1007/978-3-030-03314-9_32
>>105679880I accept your concession.
>>105679668I'm not making a game. One evening the universe just revealed to me, what the techniques behind PND3D could be, and I had to try it out. There's only like 3 examples of this octree splatting tech on the internet currently.
Optimizing software renderers is such a fun challenge too. I can't pass up a good excuse to write SIMD intrinsics.
>songs of syx
how do I make my ui this good bros...
>>105680818there is basically one shader used for everything. it's a geometry shader that takes start/end of the rectangle and uv and turns it into a quad. I guess it submits rectangles to a buffer, which I'm not sure it would actually draw it back->front like that. the whole game is like 3 draw calls. meanwhile I'm doing 3 draw calls to draw a single button and one per font character.
>>105680932what do you even use to make normal maps like this
>>105680979- Photoshop/Gimp/Krita all have filters for creating those
- You can just draw them by hand for pixel art
- You can generate them from 3D models
>>105679534Based Rider bro.
Currently trying to improve mouse support on my shitty GUI implementation.
>>105679853>Using L-systems, you could build rules for dungeonswhat do L-systems have to do with castle architecture?
>>105681528dont reply to the troll
>>105681559Okay, I won't reply to you anymore.
>>105678883Because you want it to answer that way.
>>105681676No I don't, I called it out on cargo cultism behavior and it doubled down.
GLAD is a piece of shit.
>>105681697how mentally ill do you have to be to have conversations with AI?
>>105680932...anon, this UI looks horrendous
>>105681796show me yours. oh right you just have imgui.
>>105679697How do you have a Windows style taskbar on Ubuntu?
>>105681834This is our current UI atm.
>>105681918neither of them look good desu
>>105681925can we see yours?
all three of them look bad
>>105681918are those just 9 slices? looks really good
>>105681918Use real textures instead of the noise filter, add some emboss / shadows, and change the repulsive shade of brown and this will look good
>>105681999Yeah a lot of them are I believe.
>>105682026>Use real textures instead of the noise filterBut anon, if a noise texture isn't a texture then what is?
>add some emboss / shadows, and change the repulsive shade of brown and this will look goodAll of these were made, textured, and rendered in Blender so there is shadows and depth from 3D objects. So I'm not sure how else to satisfy your headcanon.
>>105682046Noise is a texture, it's just a terrible one
Making excuses won't improve your art
>>105682054What excuse exactly?
>>105682097Sorry I meant give the borders and buttons and windows shadows and bevels
>>105682151I don't quite understand, they have all that they are 3D scenes.
>>105682281Your 2D GUI needs 2D shadows
to do
md5: c20277a69978555515ee9155d3eb322f
๐
>>105668822 (OP)>Build a Roguelike-editionI'm almost at the point where I can't keep working on the engine and really need to start making a game
wut
md5: 159bdc23c5162f564c62876a76bddb72
๐
>>105682316It has shadows, and lighting. Sorry you don't like them.
>>105682386Shadows on the 2D GUI you crybaby
>>105682333Start making your game is when you learn which parts of your engine you need to refactor
>>105682411I don't remember crying. Also something like a shadow behind the UI window is literally a preference/opinion. You're basically asking for a border around a border which I think is goofy and the games I'm influenced by didn't have.
>>105682458Shadows / embosses / glows on GUIs are ubiquitous, especially skeuomorphic ones, they just look better and make things more readable
>>105682471>and make things more readableYeah, which is why anything that's a font has a shadow... The UI has borders and expand/shrink on usage or have faded out/highlights showing activity/usage. Having a border and having a shadow around the border makes no sense. Also regardless a snip with hdr captured isn't showing anything properly or in action so none of this matters.
>>105682543You can make all the excuses you want but having high contrast borders is key to having a readable GUI and if you look at any GUI that isnt flat they will have them
>>105682563There is no excuses, you're the only one worried about this lol. And honestly if you have trouble using pic related it sounds like a you problem and I'm completely okay with that.
>>105682623You've made about 5 excuses so far, I'm just trying to help, if you don't want it to look better that's on you
>>105682645What excuses? I'm not held to some higher power lmao. I can make and do whatever I want and currently this is what I've been happy with.
>>105682702being able to take constructive criticism would make you a better artist
>>105682711You're not doing constructive criticism, you're saying "do this style instead". It's like telling someone making a wood sculpture they should be using clay.
>>105682766It's not a style, literally every single non-flat GUI has high contrast edging, including whatever your references are
It makes it more visually readable
>>105679534Rider is so fucking comfy
>>105682623NTA. I think your UI looks cool, anon!
>>105682787Rider is absolute kino.
What Unity shenanigans are you making?
>>105682795rider deez nuts lmao
https://www.jetbrains.com/rider/
>>105682798>>What Unity shenanigans are you making?currently just doing unity tutorials (Create with Code). but aiming to start with my own little project after this.
>>105682892Ah you're that CoC guy. Nice. Which Macbook you're using?
And already got some ideas for your RPG you want to make?
>>105682787Rider feels like old school software to me, I don't know how to describe it but it's like the distinction between programs and apps. It just hits different
brehs, which modern game engine would you recommend for a game with a lot of "visual" physics? For example explosions pushing things around, particles that react with the environment, (but not physics as a core mechanic). It should also be light on the graphics, intended to run on older systems.
>>105683221anything really, unity, unreal
>>105683221C programming language.
>>105681918>>105682623as always, this looks sick as hell anon
>>105681918Would look better without those high contrast LGBTQIA+ bars.
>>105683221Unity. Alternatively Godot.
>>105683265No.
>>105683253should I look into older versions of unreal, or UE5 could be made to run fast?
>>105683366Well then it won't be light in any way, goodluck retard.
>>105683404Just use URP (Unity) or Compatibility (Godot) dipshit. If they can make 60fps on mobile, it's definitely lightweight on desktop. Unless you want to spend 200 hours writing your own OpenGL engine in C.
>>105683422By light, I assumed it would run on battery powered Intel Core 2 Duo, but I guess by old hardware, you meant something like i9 Intel desktop CPU overclocked beyond what should be possible.
You can stop posting now, faggot.
>>105683444It's not the 2000s anymore gramps
>>105683501Fuck off subhuman faggot, go use your mcslop engines, don't be surprised when it's a slow piece of shit that doesn't work on older hardware that still works just fine.