← Home ← Back to /g/

Thread 105668822

321 posts 96 images /g/
Anonymous No.105668822 >>105682333
/gedg/ - Game and Engine Development General #284
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
Anonymous No.105668849 >>105668866 >>105671837 >>105679446
still refactoring
Anonymous No.105668866 >>105668917 >>105668951 >>105673762
>>105668849
You do have tests in place to support your refactoring, right anon?
Anonymous No.105668917
>>105668866
tests?
Anonymous No.105668951 >>105668972 >>105669454
>>105668866
>tests
found the webdev
Anonymous No.105668972 >>105669181 >>105669633
>>105668951
Guilty 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.
Anonymous No.105669181 >>105669207
>>105668972
You can know if things regressed by playing the game.
Anonymous No.105669207 >>105669220
>>105669181
Just saving myself debugging time in advance
Anonymous No.105669220 >>105669230
>>105669207
You're just wasting time instead of making a game.
Anonymous No.105669229
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
Anonymous No.105669230 >>105669246
>>105669220
Tell 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.
Anonymous No.105669246 >>105669255
>>105669230
I'm busy wasting time on engine tech and not making games.
Anonymous No.105669255 >>105669272 >>105673142
>>105669246
Redpill me on your engine. What does it do?
Anonymous No.105669272 >>105669279
>>105669255
It wastes my time.
Anonymous No.105669279
>>105669272
Seems like we're all wasting time in this thread. Welp, back to coding my map generator.
Anonymous No.105669454 >>105669470 >>105669498 >>105669631
>>105668951
whats 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
Anonymous No.105669470 >>105669832
>>105669454
How can you mess up something that doesn't exist?
Anonymous No.105669498 >>105669527 >>105669633 >>105669832
>>105669454
Other anons haven't taken the testpill yet. I guess they're not used to building production-grade software.
Anonymous No.105669527
>>105669498
Thank you for posting this sloppa franchise's worst girl, I really needed an idea for
>Unlimited test works
which are even more worthless than UBW.
Anonymous No.105669631 >>105669832
>>105669454
testing for games is usually just starting the game and seeing if it works
Anonymous No.105669633 >>105669649 >>105670494
>>105669498
Look at this >>105668972
>48 tests
Anon, 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.
Anonymous No.105669649 >>105669661
>>105669633
I just started this project 3 days ago and I'm working towards a very simple MVP tho.
Anonymous No.105669661 >>105669671 >>105669695
>>105669649
If it works for you great, I’m not trying to convince anyone that their approach is wrong, but don’t be surprised when people don’t write tests for video games. Even if you prove that an algorithm or procedure is correct that doesn’t even mean it’ll be doing what you want in game, only that it’s correct from a mathematical perspective. This means that for games real testing beats manual testing most of the time.
I’m 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.
Anonymous No.105669671
>>105669661
>real testing beats manual testing most of the time
That doesn't make any sense, sorry I just woke up. I meant to say, playtesting beats automated tests most of the time.
Anonymous No.105669695
>>105669661
Agreed, that's why I only cover engine code. There's a lot more code going on that's not supported by tests.
Anonymous No.105669832 >>105669861
>>105669470
i 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

>>105669498
they like living on the edge, i guess

>>105669631
maybe in your world, but not in the real world
Anonymous No.105669861 >>105669881
>>105669832
unit tests for games arent that common in the real world either
Anonymous No.105669881 >>105669938
>>105669861
idk man, naughtydog even tests their shader code
Anonymous No.105669938 >>105670003
>>105669881
>stuff looks good
>yup, it works
Anonymous No.105670003 >>105670025
>>105669938
if thats what you want to believe, then i hope you sleep soundly tonight
Anonymous No.105670025 >>105670038
>>105670003
You probably also use cryptographically secure prng for randomness since otherwise it might not feel fair to the player?
Anonymous No.105670038 >>105670043
>>105670025
because what prng i use is related to testing code
Anonymous No.105670043 >>105670079
>>105670038
prng'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);
Anonymous No.105670079 >>105670089
>>105670043
that 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
Anonymous No.105670089 >>105670110
>>105670079
crc32 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...
Anonymous No.105670110 >>105670111
>>105670089
yes, by itself it isnt. also still grasping at straws
Anonymous No.105670111 >>105670122 >>105670188
>>105670110
I hope you at least test what matters, like save files, even though good games don't need those anyway.
Anonymous No.105670122 >>105670140
>>105670111
what matters? no i test if 1 + 1 = 2, 5 million times, just in case a cosmic ray flips a bit
Anonymous No.105670140 >>105670265
>>105670122
cosmic rays aren't real.
Anonymous No.105670169
try not to reply to the psycho troll
Anonymous No.105670188 >>105670201
>>105670111
the 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.
Anonymous No.105670201 >>105670216
>>105670188
Tests in general are worthless and are busywork for job security.
Anonymous No.105670216 >>105670222 >>105670224
>>105670201
I 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.
Anonymous No.105670222 >>105670232 >>105670233
>>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
Anonymous No.105670224 >>105670233
>>105670216
>SQLite
Databases itself are worthless busywork.
>ensure correctness under all sorts of edge cases like power failing during a write, voltage spikes, etc
Does it have a test for me using a jackhammer to drill through the MRI machine it is writing the results?
Anonymous No.105670232
>>105670222
Shit 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.
Anonymous No.105670233 >>105670239 >>105670244
>>105670224
Yes, it’s equivalent to power failing. It won’t corrupt the database.

>>105670222
Then you’re most likely writing trivial tests
Anonymous No.105670239 >>105670253
>>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.
Anonymous No.105670244 >>105670255
>>105670233
Are you writing tests to see if you can't start one process while another is running? Really?
Anonymous No.105670253 >>105670262 >>105670269
>>105670239
there'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
Anonymous No.105670255
>>105670244
>Game testing to see if it is already running.
This is one of most homosexual behaviors I ever observed.
Anonymous No.105670262
>>105670253
$50 PSU could keep the power long enough before you start the generator, without expecting software to fix your non-problems, stupid boomer.
Anonymous No.105670265
>>105670140
you arent real either
Anonymous No.105670269 >>105670273
>>105670253
hows this relevant to games
Anonymous No.105670273 >>105670279
>>105670269
Retard user might unplug their computer while game is running, then blame you of course.
Anonymous No.105670279 >>105670284 >>105670318
>>105670273
Literally no game guards against this
Anonymous No.105670284
>>105670279
Many games duplicate savefiles just so at least the old save survives.
Anonymous No.105670318
>>105670279
pokemon solved this in the 90s
Anonymous No.105670433 >>105670478 >>105670507 >>105675302
Share some progress of what you're working on, anons. Screenshots of your game or of the code.
Anonymous No.105670478 >>105670483
>>105670433
I've decided to try and learn 3D modelling to make my own assets, but I have nothing screenshot-worthy for that.
Anonymous No.105670483 >>105670550
>>105670478
How's it working out for you? What kind of assets are you looking to make?
Anonymous No.105670494
>>105669633
What about tests to ensure the correctness of tests?
Anonymous No.105670505 >>105670518 >>105670557 >>105670617 >>105670639
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?
Anonymous No.105670507
>>105670433
i 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
Anonymous No.105670518 >>105672525
>>105670505
i hope i will make a dollar at some point from my game
Anonymous No.105670550
>>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.
Anonymous No.105670557
>>105670505
No, nobody here is working on Fortnite 2 or World of Warcraft 5 or CS:UNIVERSE.
Anonymous No.105670617
>>105670505
In theory someone might buy my stupid bullshit but I'm going to have to add a lot to make it sellable
Anonymous No.105670639 >>105670859 >>105672525
>>105670505
I've released a few games
Anonymous No.105670859 >>105670887
>>105670639
but did you make money from it?
Anonymous No.105670887 >>105670908
>>105670859
yeah
Anonymous No.105670908 >>105670924
>>105670887
how many sales? not to diminish it, just out of curiosity
Anonymous No.105670924 >>105670974 >>105671473
>>105670908
I 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
Anonymous No.105670974
>>105670924
i hope ill make it like you did
Anonymous No.105671012
has anyone here made anything yet?
last time i checked it was like gedg#20 or so
Anonymous No.105671473
>>105670924
Goals. Make game, get money, take sabbatical, rinse repeat.
Anonymous No.105671559 >>105671593
>finally implement a high resolution waitable timer
>500Β΅s to 550Β΅s 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
Anonymous No.105671593 >>105671655
>>105671559
>500Β΅s
/gedg/ finds out about syscalls...
Just ignore it, because alternative is benchmarking syscalls at startup and subtracting 767Β΅s before sleeping and then using a busy spinning loop to finish waiting.
Anonymous No.105671655 >>105671667
>>105671593
yea 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 ~100Β΅s jitter if i just subtract the 500Β΅s from the wait
Anonymous No.105671667 >>105671701
>>105671655
>~100Β΅s
Any spike in cpu usage could easily make it way more than that.
Anonymous No.105671701 >>105671727
>>105671667
very true, im just a bit autistic about it for no good reason
Anonymous No.105671727 >>105671771
>>105671701
It 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.
Anonymous No.105671771 >>105671839
>>105671727
this 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
Anonymous No.105671837
>>105668849
this except as a form of procrastination
Anonymous No.105671839 >>105671871
>>105671771
So just simulate as many states as you need and replay them on time, fixed timestep simulation doesn't depend on time at all.
Anonymous No.105671871 >>105671905
>>105671839
if 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
Anonymous No.105671905 >>105671998
>>105671871
No 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.
Anonymous No.105671998 >>105672124
>>105671905
i 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
Anonymous No.105672124 >>105672219
>>105671998
The whole point of fixed timestep is that you don't have to wait.
Anonymous No.105672219 >>105672235
>>105672124
if 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
Anonymous No.105672235 >>105672377
>>105672219
When you're speaking in seconds, you can sleep for seconds and don't need perfect accuracy. Literally just double buffer the simulation.
Anonymous No.105672377 >>105672388
>>105672235
i 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
Anonymous No.105672388 >>105672440
>>105672377
Because presimulating ahead lets you sleep less accurately.
Anonymous No.105672440
>>105672388
ok
Anonymous No.105672525 >>105672551
>>105670518
Godspeed!

>>105670639
Nice! What kinds of games? Were they solo projects or did you have some sort of a team?
Anonymous No.105672551 >>105673077
>>105672525
platformers and top-down shooter. solo projects
Anonymous No.105673077 >>105676819
>>105672551
How 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?
Anonymous No.105673142
>>105669255
>Redpill me on your engine.
Engine go Brrrrrrr!
Anonymous No.105673227 >>105673283
>Achievement Unlocked
>said the n-word
Anonymous No.105673283
>>105673227
>1/1,000,000,000
nlow_ginner No.105673695 >>105673724 >>105673744 >>105674852
1 month, no more seam between lod
Anonymous No.105673724
>>105673695
ue5 could've fixed that with one toggle
Anonymous No.105673744
>>105673695
That looks oddly like Unity and Sebastian Lague has a tutorial on this... Anon...
Anonymous No.105673762
>>105668866
I 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.
Anonymous No.105674852 >>105674935 >>105676515
>>105673695
Same except on a subdivided icosahedron
Anonymous No.105674935 >>105674954 >>105675303
>>105674852
your problem is your thinking in polygons instead of monitor pixels
Anonymous No.105674954 >>105674967 >>105675303
>>105674935
Your problem is thinking in real things than imaginary ones. Voxels won.
Software rendering won.
Anonymous No.105674967 >>105675059 >>105675303
>>105674954
performance should scale linearly with the number of pixels, allowing for unlimited detail in the simulation
Anonymous No.105675059 >>105675070
>>105674967
If that were the case, we'd all still be using 1366x768
Anonymous No.105675070 >>105675112
>>105675059
240p@60hz is the ideal for gaming
Anonymous No.105675112
>>105675070
Based CRT user.
Anonymous No.105675211 >>105675266 >>105675417
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?
Anonymous No.105675266 >>105675325
>>105675211
You wrote like someone who hasn't got a clue about anything.
Anonymous No.105675302
>>105670433
A 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.
Anonymous No.105675303 >>105675545 >>105677971
>>105674935
>>105674954
>>105674967
Funny 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.
Anonymous No.105675325 >>105675338 >>105675417
>>105675266
>real enginedevs don't test
found the vibratorcoder
Anonymous No.105675338 >>105675351
>>105675325
What is there to test? If some irrelevant CPU is broken?
Anonymous No.105675351
>>105675338
Anonymous No.105675417 >>105675533
>>105675325
>>105675211
You 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?
Anonymous No.105675533
>>105675417
Because I'm a SS dev.
Anonymous No.105675545 >>105675582 >>105675610 >>105676016
>>105675303
Nice frame drops, loser.
Anonymous No.105675582 >>105675590
>>105675545
Our daddy taught us not to be ashamed of our frame drops, especially since they're such good size and all.
Anonymous No.105675590
>>105675582
Hope that daddy hits the grave soon.
Anonymous No.105675610 >>105675667
>>105675545
Lets see you draw a scene with 63.9 million visible voxels using just a single CPU core.
Anonymous No.105675667 >>105675740 >>105676016
>>105675610
Work on your toy engine and jerktracing behemoth that no one uses. Just don't sit on the computer for too long, Timmy.
Anonymous No.105675695 >>105675722 >>105676017
There are exactly 60 frames in a second.
Anonymous No.105675722 >>105675752
>>105675695
*leaps over a second in your path*
Anonymous No.105675740 >>105677065 >>105677738 >>105679561 >>105679668
>>105675667
What 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?
Anonymous No.105675752 >>105678101
>>105675722
Leapseconds don't exist. Checks for >59 do tho.
Anonymous No.105675920 >>105675964
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.
Anonymous No.105675964 >>105675971
>>105675920
Afterwards it’ll be implementing
>debug views
>anti aliasing
>compositing(maybe)
Then continuing with the gltf format
>multiple cameras with selection
>basic non deform animation
Somewhere along the way I’ll fit in OIT and SSAO
Anonymous No.105675971
>>105675964
I want to have a solid renderer before taking the plunge into physics and timestepping
Anonymous No.105676016 >>105676031
>>105675545
>>105675667
Strong ngmi crab energy from these posts
Anonymous No.105676017
>>105675695
True, but irrelevant as the human eye only sees at 24 frames per second.
Anonymous No.105676031 >>105676049
>>105676016
Stay in denial of your failures. I don't care about you personally just had to comment on these lost frames old man.
Anonymous No.105676049 >>105676056
>>105676031
I'm not even that guy you're trying to "dunk on", I just got here and voiced my observation about you
Anonymous No.105676056 >>105676073
>>105676049
Sure even so doesn't change a thing. You are also good at doing mundane things, just like that anon.
Anonymous No.105676073 >>105676081
>>105676056
>straight up a compliment: you're good at something
Thanks!
Anonymous No.105676081 >>105676143
>>105676073
Also good at being disingenuous too. Just getting as much of a ngmi vibe from you.
Anonymous No.105676143
>>105676081
Anonymous No.105676165
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.
Anonymous No.105676515
>>105674852
looks diabolical
Anonymous No.105676819
>>105673077
Yeah, I released a few free games before I did commericial games
Anonymous No.105677051
The entire concept of vertices is archaic and should be illegal.
Anonymous No.105677065
>>105675740
It's literally the same guy who ruined /dpt/ trying to ruin this thread aswell
Anonymous No.105677738 >>105677757
>>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.
Anonymous No.105677757
>>105677738
He 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
Anonymous No.105677914 >>105677922
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.
Anonymous No.105677922 >>105678034
>>105677914
Either sort them by their distance to the camera or use dithering
Maybe there's some other techniques but those are the most common
Anonymous No.105677971
>>105675303
this looks awesome btw, ignore the schizo
Anonymous No.105678034
>>105677922
Dithering 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.
Anonymous No.105678058 >>105678075 >>105678175 >>105678194
>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"
Anonymous No.105678075
>>105678058
Commodore 64 devs really didn't know how good they had it.
Anonymous No.105678101 >>105678104
>>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.
Anonymous No.105678104 >>105678113
>>105678101
damn, I sure am glad the entire universe orbits the sun so time exists everywhere
Anonymous No.105678113 >>105678118
>>105678104
I 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.
Anonymous No.105678118 >>105678126
>>105678113
yeah sometimes I just zone out and next thing I know 3 years have passed shit's weird
Anonymous No.105678126
>>105678118
You should look up what coma is before you attempt to be sarcastic about things beyond your comprehension.
Anonymous No.105678175 >>105678194
>>105678058
>DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE
>VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
its that easy in the modern era
Anonymous No.105678192 >>105678209
>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.
Anonymous No.105678194
>>105678058
>>105678175
rare 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!
Anonymous No.105678209 >>105678311
>>105678192
You should try reading opengl guide written by someone who actually sold his game, oh wait, that never happened, stick to reading khronos manual.
Anonymous No.105678220 >>105678236 >>105678246 >>105678261 >>105678379
How long until GPUs just go full blown fixed pipeline raytracing machines and 3d programming disappears entirely?
Anonymous No.105678236
>>105678220
This will never happen, because "raytracing" is just compute shaders that for once aren't slower than a dead dog.
Anonymous No.105678246
>>105678220
2 more weeks
Anonymous No.105678261
>>105678220
lol sorry you get ai frame generation instead
Anonymous No.105678311
>>105678209
nah, I've been in tutorial hell for too long and appart from this nitpick this one seems ok.
Anonymous No.105678379 >>105678403
>>105678220
raytracing is always going to be slower than rasterization so not unless GPUs increase in strength by an order of magnitude
Anonymous No.105678403 >>105678409 >>105678412
>>105678379
that's what they said about raytracing in general and then you had rtx
Anonymous No.105678409
>>105678403
And? Normal rasterization is still faster.
Anonymous No.105678412
>>105678403
And it's still true, they're using RTX for things that you can't do with rasterization
Anonymous No.105678505 >>105678538 >>105678632
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.
Anonymous No.105678538 >>105678632 >>105679029
>>105678505
You just install SDL or glfw and use either opengl or vulkan, it's not that complicated.
Anonymous No.105678632 >>105678769 >>105679029
>>105678505
>basically everything online is for windows and visual studio
Use vscode and also what this guy said >>105678538
You can use emacs or (neo)vim instead of vscode if you don't like microsoft, but it will take longer to get started.
Anonymous No.105678769 >>105679029
>>105678632
>but it will take longer to get started.
no it won't
Anonymous No.105678809 >>105678813 >>105678826
>play old game
>shadows are sharp and well defined
>play new games
>shadows are a blurry mess
Anonymous No.105678813
>>105678809
>>play old game
>shadows don't exist because nobody gives a shit
Anonymous No.105678826
>>105678809
Depending 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.
Anonymous No.105678883 >>105681676
Why does it write like that?
Anonymous No.105678893
>Furthermore, the recommendations in
[NVIDIA08] are from 2008 (first generation geometry shaders), so things should have improved.
Anonymous No.105679029
>>105678538
>>105678632
>>105678769
thank you
Anonymous No.105679037 >>105679045 >>105679048 >>105679065 >>105679083 >>105679243
what's the best linux distro from engine devving?
Anonymous No.105679045
>>105679037
1.0
Anonymous No.105679048 >>105679062
>>105679037
Any
Anonymous No.105679062 >>105679237 >>105679243
>>105679048
even tumbleweed?
Anonymous No.105679065
>>105679037
Linux accounts for less than 1% of the gaming market but will account for more than 99% of your debugging time.
Anonymous No.105679083
>>105679037
Gentoo. 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.
Anonymous No.105679089 >>105679248
I know this might not be the right place to post, but I wanted to share something. I’ve 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# Player’s Guide, and now I’ve been going through the official Unity tutorials (like Create with Code, etc.)

And I’m 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.
Anonymous No.105679237 >>105679260
>>105679062
Did I fucking stutter?

As long as your ide and compiler runs on it, your distro (or Windows or macOS) does not matter.
Anonymous No.105679243
>>105679062
>>105679037
It honestly makes very little difference, unless you're someone who particularly likes to use much newer versions of libraries.
Anonymous No.105679248 >>105679540
>>105679089
Godspeed anon. Be sure to share some progress from time to time. We have too little of that itt
Anonymous No.105679260 >>105679265
>>105679237
>As long as your ide and compiler runs on it
yeah it doesn't at least not without fixing a bunch of shit. why doesn't anything just work?
Anonymous No.105679265 >>105679270
>>105679260
Just 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.
Anonymous No.105679270
>>105679265
>just dev on metal if you want vulkan to work
Anonymous No.105679280 >>105679289 >>105679292 >>105679387 >>105679404 >>105679498
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?
Anonymous No.105679289
>>105679280
There's not a single game that uses triangle perfect collisions.
Anonymous No.105679292
>>105679280
On 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
Anonymous No.105679387
>>105679280
You have collision meshes on the CPU, collision meshes usually aren't the same as the one you're rendering
Anonymous No.105679404
>>105679280
>he's using model meshes for collision detection
u fukin wot m8
Anonymous No.105679446 >>105679449
>>105668849
why do you refactoring if you're a solo dev?
Anonymous No.105679449 >>105679458
>>105679446
thats an odd question
Anonymous No.105679453 >>105679460
refactoring is for team projects and maintenance
Anonymous No.105679458 >>105679465
>>105679449
refactoring is for team projects and maintenance
Anonymous No.105679460 >>105679469
>>105679453
its got nothing to do with being on a team
Anonymous No.105679465 >>105679469
>>105679458
I don't think you know what refactoring is.
Anonymous No.105679469 >>105679478
>>105679460
>>105679465
then for what?
Anonymous No.105679478 >>105679484 >>105679494
>>105679469
improving code, making it clearer, faster, easier to expand
Anonymous No.105679484 >>105679485 >>105679494
>>105679478
Just write it good the first time. Smh ngmi
Anonymous No.105679485 >>105679507
>>105679484
whats the point in making retarded posts like this?
Anonymous No.105679494 >>105679497 >>105679499
>>105679478
if you should go back and make your code base clearer, you're failed in the first place
>>105679484
this
Anonymous No.105679497 >>105679505 >>105679506
>>105679494
Shut up, tranny schizo. Nobody asked for your input.
Anonymous No.105679498
>>105679280
you do collision detection in the vertex shader too duh
Anonymous No.105679499 >>105679506
>>105679494
Nobody writes good code the first time
Anonymous No.105679505
>>105679497
that's funny coming from the tranny schizo
Anonymous No.105679506
>>105679497
good morning sir
>>105679499
i do tho
Anonymous No.105679507 >>105679513
>>105679485
To first think about the code you're going to write before writing it. Unless you're a nodev vibecoder, of course.
Anonymous No.105679513 >>105679515
>>105679507
please stop ruining the thread
Anonymous No.105679515
>>105679513
Sorry
Anonymous No.105679534 >>105679544 >>105679697 >>105681407 >>105682787
Time to give my map generator some more love and make my levels look less boring.
Anonymous No.105679540 >>105679547
>>105679248
I'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.
Anonymous No.105679544 >>105679547
>>105679534
based rider
Anonymous No.105679547
>>105679540
Hell yeah anon, you got this. I'm rooting for you and your project.

>>105679544
JetBrains is so comfy. I wish Junie support would release soon so I can vibecode even more efficiently.
Anonymous No.105679561 >>105679668
>>105675740
Don't mind them. They are making slop in Godot while you are making something they never could.
Anonymous No.105679668 >>105679677 >>105680760
>>105675740
>>105679561
Slop in Godot sells, your game will be ran by nobody.
Anonymous No.105679677 >>105679685
>>105679668
>gaydot
gay people don't actually play video games
Anonymous No.105679685
>>105679677
Gays aren't people and they're among the most likely of humanoids to play your indie game.
Anonymous No.105679697 >>105679711 >>105681837
>>105679534
Not perfect, but better.
Anonymous No.105679711 >>105679730
>>105679697
This is same shit with more rooms, you can do so much better than that.
Anonymous No.105679730 >>105679738
>>105679711
It 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.
Anonymous No.105679738 >>105679750
>>105679730
No it won't, it will forever look shit. Do better.
Anonymous No.105679750 >>105679761
>>105679738
Supporting 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?
Anonymous No.105679761 >>105679778
>>105679750
Yes, 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.
Anonymous No.105679778 >>105679793
>>105679761
Please stop posting
Anonymous No.105679793 >>105679796 >>105679804
>>105679778
Stop coping. The fact you posted an "update" with 0 improvements shows that you're ngmi. Do better.
Anonymous No.105679796 >>105679800
>>105679793
I didn't post shit, get the fuck out of the thread you psychopath
Anonymous No.105679800 >>105679808
>>105679796
Stop crying faggot. All I told you to do is to do better. At least read a book about dungeons instead of generating slop.
Anonymous No.105679804 >>105679815
>>105679793
NTA. Where's your progress, anon?
Anonymous No.105679808 >>105679815
>>105679800
Go back to making registry dumpers
Anonymous No.105679815 >>105679817
>>105679804
>progress
I already did everything I wanted to.
>>105679808
Please take your meds.
Anonymous No.105679817 >>105679829
>>105679815
Take yours and maybe you'll stop being the worst poster on this board
Anonymous No.105679829 >>105679841
>>105679817
If 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.
Anonymous No.105679836 >>105679853
How about you both behave. Go outside and touch some grass. We're talking gamedev in here.
Anonymous No.105679841
>>105679829
Why are you talking about yourself in third person
Anonymous No.105679853 >>105679865 >>105681528
>>105679836
So 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 again
Using 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.
Anonymous No.105679865 >>105679880 >>105679882
>>105679853
I'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
Anonymous No.105679880 >>105679899
>>105679865
Don't reply to him, he exists solely to drain the energy from others, he doesn't make anything
Anonymous No.105679882 >>105679902
>>105679865
https://sci-hub.se/10.1007/978-3-030-03314-9_32
Anonymous No.105679899
>>105679880
I accept your concession.
Anonymous No.105679902
>>105679882
Cool, thanks!
Anonymous No.105680760
>>105679668
I'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.
Anonymous No.105680793 >>105680818
>songs of syx
how do I make my ui this good bros...
Anonymous No.105680818 >>105680932
>>105680793
pic?
Anonymous No.105680932 >>105680979 >>105681796
>>105680818
there 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.
Anonymous No.105680979 >>105681101
>>105680932
what do you even use to make normal maps like this
Anonymous No.105681101
>>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
Anonymous No.105681407
>>105679534
Based Rider bro.
Currently trying to improve mouse support on my shitty GUI implementation.
Anonymous No.105681528 >>105681556 >>105681559
>>105679853
>Using L-systems, you could build rules for dungeons
what do L-systems have to do with castle architecture?
Anonymous No.105681556
>>105681528
Everything.
Anonymous No.105681559 >>105681645
>>105681528
dont reply to the troll
Anonymous No.105681645
>>105681559
Okay, I won't reply to you anymore.
Anonymous No.105681676 >>105681697
>>105678883
Because you want it to answer that way.
Anonymous No.105681697 >>105681762
>>105681676
No I don't, I called it out on cargo cultism behavior and it doubled down.
GLAD is a piece of shit.
Anonymous No.105681762 >>105681772
>>105681697
how mentally ill do you have to be to have conversations with AI?
Anonymous No.105681772
>>105681762
Meds.
Anonymous No.105681796 >>105681834
>>105680932
...anon, this UI looks horrendous
Anonymous No.105681834 >>105681918
>>105681796
show me yours. oh right you just have imgui.
Anonymous No.105681837
>>105679697
How do you have a Windows style taskbar on Ubuntu?
Anonymous No.105681918 >>105681925 >>105681999 >>105682026 >>105682048 >>105683285 >>105683298
>>105681834
This is our current UI atm.
Anonymous No.105681925 >>105681927
>>105681918
neither of them look good desu
Anonymous No.105681927 >>105681942
>>105681925
can we see yours?
Anonymous No.105681942
>>105681927
Anonymous No.105681964
all three of them look bad
Anonymous No.105681999 >>105682030
>>105681918
are those just 9 slices? looks really good
Anonymous No.105682026 >>105682046
>>105681918
Use real textures instead of the noise filter, add some emboss / shadows, and change the repulsive shade of brown and this will look good
Anonymous No.105682030
>>105681999
Yeah a lot of them are I believe.
Anonymous No.105682046 >>105682054
>>105682026
>Use real textures instead of the noise filter
But 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 good
All 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.
Anonymous No.105682048
>>105681918
sovl
Anonymous No.105682054 >>105682097
>>105682046
Noise is a texture, it's just a terrible one
Making excuses won't improve your art
Anonymous No.105682097 >>105682151
>>105682054
What excuse exactly?
Anonymous No.105682151 >>105682281
>>105682097
Sorry I meant give the borders and buttons and windows shadows and bevels
Anonymous No.105682281 >>105682316
>>105682151
I don't quite understand, they have all that they are 3D scenes.
Anonymous No.105682316 >>105682386
>>105682281
Your 2D GUI needs 2D shadows
Anonymous No.105682333 >>105682444
>>105668822 (OP)
>Build a Roguelike-edition
I'm almost at the point where I can't keep working on the engine and really need to start making a game
Anonymous No.105682386 >>105682411
>>105682316
It has shadows, and lighting. Sorry you don't like them.
Anonymous No.105682411 >>105682458
>>105682386
Shadows on the 2D GUI you crybaby
Anonymous No.105682444
>>105682333
Start making your game is when you learn which parts of your engine you need to refactor
Anonymous No.105682458 >>105682471
>>105682411
I 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.
Anonymous No.105682471 >>105682543
>>105682458
Shadows / embosses / glows on GUIs are ubiquitous, especially skeuomorphic ones, they just look better and make things more readable
Anonymous No.105682543 >>105682563
>>105682471
>and make things more readable
Yeah, 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.
Anonymous No.105682563 >>105682623
>>105682543
You 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
Anonymous No.105682623 >>105682645 >>105682790 >>105683285
>>105682563
There 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.
Anonymous No.105682645 >>105682702
>>105682623
You'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
Anonymous No.105682702 >>105682711
>>105682645
What 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.
Anonymous No.105682711 >>105682766
>>105682702
being able to take constructive criticism would make you a better artist
Anonymous No.105682766 >>105682777
>>105682711
You'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.
Anonymous No.105682777
>>105682766
It'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
Anonymous No.105682787 >>105682795 >>105682798 >>105683003
>>105679534
Rider is so fucking comfy
Anonymous No.105682790 >>105682797
>>105682623
NTA. I think your UI looks cool, anon!
Anonymous No.105682795 >>105682806
>>105682787
whats rider
Anonymous No.105682797
>>105682790
Thanks
Anonymous No.105682798 >>105682892
>>105682787
Rider is absolute kino.

What Unity shenanigans are you making?
Anonymous No.105682806
>>105682795
rider deez nuts lmao

https://www.jetbrains.com/rider/
Anonymous No.105682892 >>105682948
>>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.
Anonymous No.105682948 >>105682986
>>105682892
Ah you're that CoC guy. Nice. Which Macbook you're using?

And already got some ideas for your RPG you want to make?
Anonymous No.105682986
>>105682948
s/CoC/CwC/
Anonymous No.105683003
>>105682787
Rider 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
Anonymous No.105683221 >>105683253 >>105683265 >>105683366
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.
Anonymous No.105683253 >>105683403
>>105683221
anything really, unity, unreal
Anonymous No.105683265 >>105683366
>>105683221
C programming language.
Anonymous No.105683285
>>105681918
>>105682623
as always, this looks sick as hell anon
Anonymous No.105683298
>>105681918
Would look better without those high contrast LGBTQIA+ bars.
Anonymous No.105683366 >>105683404
>>105683221
Unity. Alternatively Godot.

>>105683265
No.
Anonymous No.105683403
>>105683253
should I look into older versions of unreal, or UE5 could be made to run fast?
Anonymous No.105683404 >>105683422
>>105683366
Well then it won't be light in any way, goodluck retard.
Anonymous No.105683422 >>105683444
>>105683404
Just 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.
Anonymous No.105683444 >>105683501
>>105683422
By 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.
Anonymous No.105683501 >>105683524
>>105683444
It's not the 2000s anymore gramps
Anonymous No.105683524 >>105683567
>>105683501
Fuck 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.
Anonymous No.105683567
>>105683524
stop posting
Anonymous No.105683610
new bread

>>105683601
>>105683601
>>105683601
Anonymous No.105684899