/gedg/ - Game and Engine Development General #289 - /g/ (#105853772) [Archived: 310 hours ago]

Frosch !!SpWAN5QZ7rf
7/10/2025, 3:22:20 AM No.105853772
1752107123636211
1752107123636211
md5: e3aefd0afee6c7f34cb26ce673724080๐Ÿ”
Raylib 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: >>105838198
Replies: >>105853867 >>105854944 >>105855465
Anonymous
7/10/2025, 3:39:26 AM No.105853867
>>105853772 (OP)
you need to go back to your containment thread
Replies: >>105854075 >>105854714 >>105854944
Anonymous
7/10/2025, 3:56:55 AM No.105853995
405ff15f6f898e64_thumb.jpg
405ff15f6f898e64_thumb.jpg
md5: 43d3bf7d680dd6cc5c328e0dbb25fad7๐Ÿ”
Replies: >>105854238 >>105875239
Anonymous
7/10/2025, 4:06:58 AM No.105854054
crigne thjread
Replies: >>105854153
Anonymous
7/10/2025, 4:10:06 AM No.105854075
>>105853867
he started the thread retard
Anonymous
7/10/2025, 4:25:41 AM No.105854153
>>105854054
>crigne thjread
Work on your spelling retard
Replies: >>105854163
uranufag-anditshows
7/10/2025, 4:27:10 AM No.105854163
>>105854153
viva la crigne
Anonymous
7/10/2025, 4:33:30 AM No.105854188
Screenshot_20250710_042309
Screenshot_20250710_042309
md5: 6c11fa30bc23bf2d4d20a60e72df3a6a๐Ÿ”
Damn I wonder why everyone in the game industry loose his job.
https://www.youtube.com/watch?v=da4kLwTr1hc
Anonymous
7/10/2025, 4:42:56 AM No.105854233
>>105853659
>What resources did you use to study, if i may ask

entirely LearnOpenGL.com
Replies: >>105854289 >>105855276
Anonymous
7/10/2025, 4:44:46 AM No.105854238
>>105853995
something about a bouncing and spinning cube reminds me of like Jak and Daxter or Ratchet and Clank or some other PS2 era platformer
Anonymous
7/10/2025, 4:51:53 AM No.105854289
>>105854233
That website alone is probably why so many people still use OpenGL. When a vulkan fag makes a tutorial as good as that then maybe I'll switch.
Replies: >>105854293
Anonymous
7/10/2025, 4:53:21 AM No.105854293
>>105854289
>When a vulkan fag makes a tutorial as good as that then maybe I'll switch.
won't happen, vulkan is way too verbose to make something as comfy as learnopengl. I feel like we need an OpenGL 5 or something that just wraps VK
Replies: >>105854655 >>105854739 >>105854944
Anonymous
7/10/2025, 5:54:52 AM No.105854655
>>105854293
We have generations of shitters who shit on clean code and such, and then they came up with APIs like vulkan...
Everything has consequences.
Replies: >>105854662
Anonymous
7/10/2025, 5:55:58 AM No.105854662
>>105854655
To be fair I don't think it's the fault of Vulkan, it's simply lower-level/more in conformance with how modern GPUs work than OpenGL. It just needs something a little higher.
Replies: >>105854834 >>105854992
Frosch !!SpWAN5QZ7rf
7/10/2025, 6:04:40 AM No.105854714
>>105853867
What do you think this place is?
Anonymous
7/10/2025, 6:07:48 AM No.105854739
>>105854293
Nigga learn to fucking code
Anonymous
7/10/2025, 6:19:11 AM No.105854834
>>105854662
It's just bad, it doesn't need to be like that. This is conciousness bad desicions that violates good software design principles.
The idea to expose every possible knob is just bad, it violates encapsulation, abstraction.
Leaking hardware implemenation details in API is just bad. Because hardware changes much faster than API.
Replies: >>105855029
t. pogeet !!b2oSUmilA2N
7/10/2025, 6:31:47 AM No.105854944
>>105853772 (OP)
still going strong, eh? Noice

>>105853867
no u

>>105854293
cope.
Just pick some vulkan rendering engine or game engine if you are gonna cry about not being skilled enough to use vulkan.
Anonymous
7/10/2025, 6:36:48 AM No.105854992
>>105854662
>lower-level
Nobody asked for that. Vulkan designers imposed it upon themselves. They have the wrong goals and the wrong ways to achieve them.
Replies: >>105855087
t. pogeet !!b2oSUmilA2N
7/10/2025, 6:39:52 AM No.105855029
bafkreibpf4ff2puze2medje2os24l3oucwn7axwgrtgj33iqk547sdgecu
>>105854834
Vulkan is considered high level by console devs, especially the PS5 ones. Good software design principles are always thrown out of the window whenever the language of choice is not object oriented.
>Leaking hardware implemenation details in API is just bad
Vulkan is providing more access to the hardware than OpenGL ever could, leaving more control over the hardware in the hands of the developer. "Leaking" is a term generally used where there is a vulnerability but vulkan is just a design. Even if there is a "Leak", its the driver's fault and not vulkan's. Frequent hardware changes is not an issue for vulkan as almost all major GPU vendors sit together to finalize its design, with careful considerations. Those vendors will loose their own money if they do a poor job so it unlikely for Vulkan to end up being horribly bad to use.
Anonymous
7/10/2025, 6:44:41 AM No.105855071
How do I solve the zig casting problem?
I like the language. I think it's kind of fun and nice but it fucking sucks ass when you have to do any sort of mathematical computing to the point it becomes unreadable with @as(f32,@floatfromint(32)) looking casts everywhere.
Replies: >>105855131 >>105878362
Anonymous
7/10/2025, 6:46:47 AM No.105855087
>>105854992
>Nobody asked for that
That's not true, there's definitely demand for more granular control, which is why DX12 also went that route. The main issue is it's mostly big studios that want it and smaller devs won't really leverage it. Thankfully we have things like BGFX, SDL3, etc. that'll thinly wrap it for us, but OpenGL was nice because we didn't need that.
Anonymous
7/10/2025, 6:50:34 AM No.105855118
"low level hardware agnostic API" is oxymoron. it made sense as amd specific API (mantle). it doesn't make sense as openGL replacement.
t. pogeet !!b2oSUmilA2N
7/10/2025, 6:52:21 AM No.105855131
img_684a0365a1f258.88422878
img_684a0365a1f258.88422878
md5: 49ce211da72d08d6736d8b0cd39bcdd7๐Ÿ”
>>105855071
>How do I solve the zig casting problem?
simple. You switch to Odin and deal with a lesser annoying type casting
>t. odin shiller
Replies: >>105855244
Anonymous
7/10/2025, 7:06:59 AM No.105855244
>>105855131
Call me when you get methods inside of structs.
Oh wait ginger nigger doesn't want that because it's not like le C. Odin got most of the things right but it fumbled the moat important one.
Replies: >>105855396 >>105855708 >>105861242
Anonymous
7/10/2025, 7:13:23 AM No.105855276
>>105854233
Thank you very much my man, this will really help me a lot.
Didn't save a screenshot but i've finished your game as a token of appreciation. Having the ghost girl be contained to one room in the final level was a lifesaver. Level 3 where you have to keep running away while still dealing with the red fireball-throwing things was brutal.
Replies: >>105855396 >>105870480
t. pogeet !!b2oSUmilA2N
7/10/2025, 7:34:40 AM No.105855396
d8250aad464317b14c4ac5d4b39f00a61b1f4879128452c3d285c00be735a624
>>105855244
nobody's stopping you from using function pointers in structs as methods like in C though.
Without built in virtual table, its just one additional line to setup them methods. Also, Odin has a '->' operator that lets you skip the first parameter if its a reference to the struct itself so using methods if you wish to is not that annoying
https://odin-lang.org/docs/overview/#--operator-selector-call-expressions
>>105855276
>someone played dev saar's game?
unbelievably amazing
Replies: >>105859594
Anonymous
7/10/2025, 7:45:38 AM No.105855465
0 (1)
0 (1)
md5: 016b0208dbc8b18d130ea64db268b7ff๐Ÿ”
>>105853772 (OP)
https://www.youtube.com/watch?v=4dyKlx1QmkU
enginebros, so when's that game coming champ? :^)
maybe give it 2 more decades? you'll make it eventually gramps
Replies: >>105855684 >>105856249
Anonymous
7/10/2025, 8:22:05 AM No.105855684
>>105855465
"i made nothing" - mr clion turner
ps book me for code review or training :)
Anonymous
7/10/2025, 8:26:39 AM No.105855708
>>105855244
Just use C++ if you want lots of useless features, because C++ has them all and just works unlike zig.
Replies: >>105860793
Anonymous
7/10/2025, 8:56:36 AM No.105855903
Do I need to use resource importers, or just resource loaders?

Resource importers: there is a distinction between asset and resource. Assets must be "cooked" by asset importers first, then loaded by resource loaders as resources. This is what all big engines do.

Resource loaders: there is no concept of assets. All resources loaded just in time.
Replies: >>105856082 >>105856695 >>105889013
Anonymous
7/10/2025, 9:21:44 AM No.105856082
>>105855903
You need to make a game bloated enough to not fit into RAM for this to matter.
Replies: >>105856312
Anonymous
7/10/2025, 9:44:55 AM No.105856249
1720641720180565
1720641720180565
md5: 958194be6d29bfd1fca68d08b8a05cfb๐Ÿ”
>>105855465
>35 years of dev
>the blabla engine, that blabla engine (just make the fucking game)
>gamejam-tier Atari 2600-looking 2D game
Extremely grim.
Anonymous
7/10/2025, 9:46:47 AM No.105856257
When designing an engine, do you design a gui interface for it or is your engine just essentially code?
Replies: >>105856720
Anonymous
7/10/2025, 9:57:22 AM No.105856312
>>105856082
You still need to load these png images somehow and convert them to textures
Replies: >>105856956
Anonymous
7/10/2025, 10:34:03 AM No.105856536
yamete!
yamete!
md5: ff3a91cdc297e061f4f3bbef2a160a99๐Ÿ”
I want to make a banjo-like but know it won't sell well so I refrain from making it
This sucks
Replies: >>105856655
Anonymous
7/10/2025, 10:50:39 AM No.105856655
>>105856536
why do you want to make games?
having a fun hobby and making money are two different things
hustle culture is cancer
Replies: >>105856675
Anonymous
7/10/2025, 10:53:07 AM No.105856675
>>105856655
I want to make games for fun but I also want them to be worth it in the long run
Games like 3D platformers are sadly not worth making commercially
Even as FOSS people probably wouldn't play an indie game made like banjo or crash
Replies: >>105858595 >>105858623
Anonymous
7/10/2025, 10:55:28 AM No.105856694
Nintendo-DS-Fat-Blue
Nintendo-DS-Fat-Blue
md5: cadc2d1a56789409b61e273f9cb7f262๐Ÿ”
btw another kind of game I'd like to make are the kinds of games that only really existed on the DS
experimental software-toys/non-games like nintendogs or tomodachi or brain age or w/e
with handhelds becoming as strong as home consoles, those games basically faded away, even for some parts of the indie dev scene where experimental projects are more than accepted
people expect bigger shit imo sadly, even from indies
though you could probably make similar games on mobile, but mobile has its own set of baggage/expectations as a platform that aren't the same as the DS days
a lot of new games in these genres still come from nintendo though btw
but it seems nintendo is the only game company that can get away with making these stuff
Anonymous
7/10/2025, 10:55:31 AM No.105856695
>>105855903
I used a two-phase process even on my indie game because loading some formats like FBX takes a really long time because of all the processing you have to do
Anonymous
7/10/2025, 10:58:32 AM No.105856711
What's the fastest way to get a (3D) mesh rendering on-screen without using a full-fledged engine? Raylib?
Replies: >>105856722 >>105856747
Anonymous
7/10/2025, 10:59:59 AM No.105856720
>>105856257
I've redesigned my GUI three times and I still dont use it for *anything*. I just stick in hotkeys and more recently a console for everything. Maybe someday...
Anonymous
7/10/2025, 11:00:28 AM No.105856722
>>105856711
Raylib or (unironically) opengl1, pretty much
Shader-based APIs are objectively better than old FFP APIs, but they have the high negative of requiring lots of boilerplate
Replies: >>105857039
Anonymous
7/10/2025, 11:06:18 AM No.105856747
>>105856711
Blender
Anonymous
7/10/2025, 11:38:28 AM No.105856956
>>105856312
Just embed them into the binary.
Anonymous
7/10/2025, 11:46:17 AM No.105857011
I really want to jump ship to linux but not having visual studio c++ would be tough for productivity.
Anonymous
7/10/2025, 11:51:04 AM No.105857039
>>105856722
>Shader-based APIs are objectively better than old FFP APIs, but they have the high negative of requiring lots of boilerplate
Yeah that's the issue. Sure SDL+Vulkan would be the best, but I'd also be looking at 12 months of work to get it going at a decent level.
Replies: >>105857113 >>105857878
Anonymous
7/10/2025, 12:02:17 PM No.105857113
>>105857039
I wrote my OpenGL renderer in 3 months with no experience and that included a whole lot of unneccessary shit like script bindings
Replies: >>105857704
Anonymous
7/10/2025, 12:37:06 PM No.105857364
anyone tried current state of image generation for asset creation? Is it good enough yet? I only used it for idea creation so far.
Replies: >>105857455
Anonymous
7/10/2025, 12:50:58 PM No.105857455
>>105857364
how much of an NPC do you have to be to ask AI to have ideas for you
Replies: >>105857521
Anonymous
7/10/2025, 1:01:19 PM No.105857521
>>105857455
Reminder that you're an NPC if you speak language your parents did.
Replies: >>105857759
Anonymous
7/10/2025, 1:22:51 PM No.105857704
>>105857113
3D or 2D? Either way that's considerably shorter than most estimates I find, not that I really trusted them to begin with.
Replies: >>105857720 >>105857752
Anonymous
7/10/2025, 1:24:52 PM No.105857720
>>105857704
Maybe you should make your own thing and then you won't need estimates of others, nocoder.
>2D or 3D
Both take the same amount of time, you just remove the extra term for 2D, mathlet.
Replies: >>105857752 >>105857799
Anonymous
7/10/2025, 1:28:16 PM No.105857752
>>105857704
3D

>>105857720
Go back retard
Replies: >>105857799 >>105858232
Anonymous
7/10/2025, 1:28:47 PM No.105857759
>>105857521
The entire point of doing this is that you're realizing your own ideas
Replies: >>105858242
Anonymous
7/10/2025, 1:32:53 PM No.105857799
>>105857720
>nocoder
>Both take the same amount of time, you just remove the extra term for 2D
I know this is bait but some people genuinely parrot this.
>>105857752
>3D
Maybe I should give it a try then.
Replies: >>105858232
Anonymous
7/10/2025, 1:41:53 PM No.105857878
>>105857039
>Vulkan
Don't bother, honestly.
>old clunky and outdated descriptors means you would learn something that is a relic and will be dropped by any newer API (Metal already does this, DX12 Ultimate too as far as I know)
>unlikely you'd get much of a performance boost vs OpenGL
>much more of a pain in the ass to learn and do something in
Just do OpenGL, if Kronos ever gets off their ass and fixed Vulkan to be a more modern API you can always learn it, experience in OGL won't hurt.
Replies: >>105858071
Anonymous
7/10/2025, 2:02:12 PM No.105858071
>>105857878
How does the Vulkan not have the ability to increase performance considerably? I understand not wanting to use Vulkan when wine exists, but in every game with both Vulkan and OpenGL support the vlk version runs laps around the one with opengl. Especially on AMD machines. See DOOM 2016.
Replies: >>105858073 >>105858171 >>105858316 >>105858419
Anonymous
7/10/2025, 2:02:38 PM No.105858073
>>105858071
Are you making Doom 2016?
Replies: >>105858129
Anonymous
7/10/2025, 2:09:36 PM No.105858129
>>105858073
No. Sorry I was speed reading.
Replies: >>105858139
Anonymous
7/10/2025, 2:10:24 PM No.105858139
>>105858129
The point is you aren't making an AAA game so Vulkan isn't going to make much of a difference to you
Replies: >>105858350
Anonymous
7/10/2025, 2:12:59 PM No.105858171
>>105858071
>Vulkan not have the ability to increase performance considerably?
How many anons in /gedg/ are making games where Vulkan would provide a considerable performance increase that is meaningful (not going from 2ms frametime to 1.9ms)? Of course Vulkan provides better performance but I doubt most will find the opportunity to squeeze that performance out of it, and even if they do it won't make a tangible difference to the end user.

Keep in mind that this is all in the shadow of increased complexity and development time. If Vulkan was as simple and quick to get going as OGL nobody would argue for OGL, but it isn't. The fact that you're then learning a clunky relic with descriptors makes it even more annoying, it's probably the thing most people find to be a pain in the ass, and it's something that will probably be phased out "soon" (Metal is already there).
Anonymous
7/10/2025, 2:19:09 PM No.105858232
>>105857752
>>105857799
>y-you don't know what you're talking about!
>Maybe I should give it a try then.
How about (You) go back, nigger?
Replies: >>105858248
Anonymous
7/10/2025, 2:20:11 PM No.105858242
>>105857759
No such thing as "your own idea", Dunning-Kruger-kun.
Anonymous
7/10/2025, 2:20:41 PM No.105858248
>>105858232
The only thing you can make is registry dumpers you midwit
Replies: >>105858271
Anonymous
7/10/2025, 2:22:49 PM No.105858271
>>105858248
My OS doesn't have registry in the first place. Maybe you should try finding another argument other than "i am so mentally ill I emotionally break down when vectors have one more term".
Replies: >>105858283
Anonymous
7/10/2025, 2:23:31 PM No.105858283
>>105858271
You have never made anything remotely complex or resembling a game or 3D application
Replies: >>105858290
Anonymous
7/10/2025, 2:24:16 PM No.105858290
>>105858283
Probably because 3D math isn't complex at all even if you use quaternions, that word really scares reddit...
Anonymous
7/10/2025, 2:27:36 PM No.105858316
>>105858071
>Especially on AMD machines. See DOOM 2016.
that was debunked. doom 2016 was faster on amd hardware because it used amd shader intristic. nothing to do with vulkan.
Anonymous
7/10/2025, 2:31:18 PM No.105858350
>>105858139
Are you implying that Vulkan makes a difference to AAA games that run even slower than they used to when devs were forced to implement OpenGL or DX12?
Replies: >>105858357
Anonymous
7/10/2025, 2:31:44 PM No.105858357
>>105858350
no
Anonymous
7/10/2025, 2:38:19 PM No.105858419
>>105858071
opengl engines typically single threaded. but vulkan engines are multithreaded, that where the most notably perf difference is.
vulkan doesn't make GPU magically faster.
Replies: >>105858426 >>105858434
Anonymous
7/10/2025, 2:39:07 PM No.105858426
>>105858419
Explain why rendering would ever need more than one thread.
Anonymous
7/10/2025, 2:40:12 PM No.105858434
>>105858419
No, OpenGL runs on a single thread but that doesn't mean your entire engine has to
Anonymous
7/10/2025, 3:00:55 PM No.105858595
>>105856675
Personally I enjoyed many games like this.
I thought they were reasonably popular.
Cavern of Dreams, Yellow Taxi goes Vroom, Hell Pie, Sludge Life 1&2, Castle on the Coast, Siactro's games
maybe even games like A short Hike
I for one would love to play your game, anon
Anonymous
7/10/2025, 3:03:54 PM No.105858623
>>105856675
I disagree, people like 3D platformers, A Hat In Time is a recent one
Replies: >>105858640
Anonymous
7/10/2025, 3:04:15 PM No.105858626
Vulkan is better because it sounds cool and reminds you of the future of Star Trek.
Anonymous
7/10/2025, 3:05:24 PM No.105858640
>>105858623
>people like 3D platformers
I don't know about "people" but yes you MUST go out of your way to appeal to trannies if you want success in that genre.
Replies: >>105858643 >>105859567
Anonymous
7/10/2025, 3:05:55 PM No.105858643
>>105858640
I didn't ask
Replies: >>105858649
Anonymous
7/10/2025, 3:06:53 PM No.105858649
>>105858643
You did by posting here, troon.
Replies: >>105858774
Anonymous
7/10/2025, 3:23:05 PM No.105858774
>>105858649
not that anon, but eat a bag of dicks, you spiteful cunt
if you would focus on something productive instead of hating others, you would maybe even finish making a game someday
Replies: >>105858809 >>105858812 >>105859567
Anonymous
7/10/2025, 3:27:18 PM No.105858809
>>105858774
shut up troon
Anonymous
7/10/2025, 3:27:29 PM No.105858812
>>105858774
>if you would focus on something productive instead of hating others
I can do both, in fact I consider both as being productive.
>you would maybe even finish making a game someday
I have, stay mad. (no you will not get a link so you can tranny brigade me)
Replies: >>105858827
Anonymous
7/10/2025, 3:29:00 PM No.105858827
>>105858812
All you can do is make registry dumpers, we all know you've never made a game
Replies: >>105858842
Anonymous
7/10/2025, 3:31:15 PM No.105858842
>>105858827
Dilate, seethe, and take your meds.
Replies: >>105858848 >>105858880
Anonymous
7/10/2025, 3:31:52 PM No.105858848
>>105858842
Program something notable
You won't
Anonymous
7/10/2025, 3:36:15 PM No.105858880
>>105858842
You don't have to be transsexual to accept other peoples.
I was once stuck in this indoctrination pool of this sewer too. I believe others can escape as well.
Replies: >>105858892 >>105858897
Anonymous
7/10/2025, 3:37:56 PM No.105858892
>>105858880
Just because he's retarded doesn't mean you aren't a castrated freak, tranny.
Replies: >>105858911
Anonymous
7/10/2025, 3:38:21 PM No.105858897
>>105858880
>I was once stuck in this indoctrination pool
You still are, tranny. Go virtue signal somewhere it matters faggot. If you want your pedo hugbox goto bluesky or back to your groomcord. Now get back on-topic I'm not responding anymore.
Replies: >>105858911
Anonymous
7/10/2025, 3:39:19 PM No.105858903
Making some poker game that has easy online play
Replies: >>105858934
Anonymous
7/10/2025, 3:40:24 PM No.105858911
>>105858892
>>105858897
I am not trans. Just someone that opened his heart to other peoples, like Jesus
Replies: >>105858942
Anonymous
7/10/2025, 3:42:01 PM No.105858934
>>105858903
>online play
DOA
Replies: >>105859021
Anonymous
7/10/2025, 3:43:46 PM No.105858942
>>105858911
>like Jesus
The American hippie retard idea of Jesus, you mean. He literally says that any man who destroys his genitals will suffer in hell for all eternity, Jesus was harsher than the vast majority of modern chuds.
Replies: >>105859717
Anonymous
7/10/2025, 3:53:15 PM No.105859021
>>105858934
I would think it's DOA purely because it's a card game. The market is getting flooded with those right now due to Balatro success. Not saying nobody should make them but it is bad timing. It better offer something wildly unique to stand out is all I'm saying.
Replies: >>105859046
Anonymous
7/10/2025, 3:56:25 PM No.105859046
>>105859021
Make it offline, that would be a breath of fresh air.
Anonymous
7/10/2025, 4:02:15 PM No.105859101
1741634545360266
1741634545360266
md5: 43c19fd52751b9f366471fbe3c89984e๐Ÿ”
>skeleton transforms are interpolated between keyframe poses
>each vertex is assigned bones
>vertex transform is the product of all bone transforms from the root to the assigned bones
Is this the correct idea for skeletal animation?
Replies: >>105859228 >>105859241 >>105859297 >>105889352
Anonymous
7/10/2025, 4:19:50 PM No.105859228
>>105859101
as far as I understand, it is from all bones
the chain is just for animation purposes not for deformation
Anonymous
7/10/2025, 4:20:59 PM No.105859241
>>105859101
>>each vertex is assigned bones
Specifically a weight for each bone.
Replies: >>105859268 >>105859865
Anonymous
7/10/2025, 4:24:36 PM No.105859268
>>105859241
Vertices have weights for multiple bones, not just one
Replies: >>105859865
Anonymous
7/10/2025, 4:28:43 PM No.105859297
>>105859101
vertex is in local space
then there is a local to parent local transform which describes the relationships between bones
the parent local transform can further be decomposed in to the local space rotation and the parent local position offset
all parent local transforms combined produce the local to pose transform
you only need the vertex in local space and the local to pose transform to do skeletal animations
Replies: >>105859393
Anonymous
7/10/2025, 4:42:29 PM No.105859393
>>105859297
>you only need the vertex in local space and the local to pose transform to do skeletal animations
Is the suggestion from this that for some vertex with several parent bones (like a finger) there's a single transform (the composition of the parent transforms)? Basically only 1 matrix is needed in the case of a vertex only assigned 1 non-zero weight or bone
Replies: >>105859547
Anonymous
7/10/2025, 5:03:00 PM No.105859547
>>105859393
i think you have the idea but you are not thinking spatially which isn't helping. you are going from local space to pose space, you only need a single transform to do that. If it comes from one matrix or the weighted average of multiple matrices, it's a single transform.
Replies: >>105859582
Anonymous
7/10/2025, 5:06:24 PM No.105859567
>>105858640
>>105858774
Why are you guys fighting? I just wanted to make a 3D platformer
If this is gonna cause political shitflinging even indirectly, then I REALLY won't make a 3D platformer just so people won't have retard fights
Replies: >>105859588
Anonymous
7/10/2025, 5:08:03 PM No.105859582
1749813397636742
1749813397636742
md5: 5bf1d66fb92e1a72cc142f5621009687๐Ÿ”
>>105859547
Yeah I've only encountered this in writing so far, but talking with you and other anons has helped with spatial intuition (so thanks <3)
Anonymous
7/10/2025, 5:08:52 PM No.105859588
>>105859567
Don't let some nutcase on this board influence your decision to do anything
Replies: >>105859600
Anonymous
7/10/2025, 5:09:39 PM No.105859594
>>105855396
That operator looks interesting. Let's try that out.
Anonymous
7/10/2025, 5:10:02 PM No.105859600
8gor30b4icla1
8gor30b4icla1
md5: 7e9022b1e3933c3bbbc0e945dac739d4๐Ÿ”
>>105859588
Nah, if retards both on the left and right are gonna try to politicize something I might make, then I'm not gonna make that thing
Replies: >>105859613
Anonymous
7/10/2025, 5:12:06 PM No.105859613
>>105859600
There's nothing political about 3D platformers
Replies: >>105859644
Anonymous
7/10/2025, 5:13:47 PM No.105859633
Your game becomes successful but spiteful retards with lots of power (who think they are the victims) decide to spread false rumors about you, it works, and you get cancelled
Wdyd?
Replies: >>105859636 >>105861103
Anonymous
7/10/2025, 5:14:29 PM No.105859636
>>105859633
I don't want to indulge your cringe revenge fantasy
Replies: >>105859651
Anonymous
7/10/2025, 5:15:26 PM No.105859644
>>105859613
Exactly, but people try to politicize it anyway.
Chuds this, SJWs that, I just want to make people happy.
And if people (mainly the far left and far right) are gonna try to ruin everything, I might as well not bother.
Replies: >>105859653
Anonymous
7/10/2025, 5:16:27 PM No.105859651
>>105859636
>revenge fantasy
?????????
Anonymous
7/10/2025, 5:16:38 PM No.105859653
>>105859644
no they wont
Replies: >>105859682
Anonymous
7/10/2025, 5:18:07 PM No.105859666
All I said is that 3d platformers are primarily enjoyed by trannys so it would be best to appeal to them. Which is TRUE FACTS. A Hat in Time is a tranny game whether you like it or not.
Replies: >>105859697 >>105861178
Anonymous
7/10/2025, 5:20:20 PM No.105859682
>>105859653
Yes, they will
Or at the very least, my userbase will just be infested with extremists, left and/or right
And I do not enjoy that idea
Replies: >>105859699
Anonymous
7/10/2025, 5:21:32 PM No.105859697
>>105859666
>trannys
nta but it's spelled TRANNIES, satan-kun
Anonymous
7/10/2025, 5:21:41 PM No.105859699
>>105859682
Do you know how much of a retard you're being right now?
Replies: >>105859710 >>105859726
Anonymous
7/10/2025, 5:23:22 PM No.105859710
>>105859699
??????
How am *I* the retard here?
I'm not one of the two parties who engaged in political shitflinging over the fucking 3d platformer genre
Replies: >>105859723
Anonymous
7/10/2025, 5:24:10 PM No.105859717
>>105858942
>He literally says that any man who destroys his genitals will suffer in hell for all eternity
Which verse? Also does this include circumcision?
Replies: >>105860591
Anonymous
7/10/2025, 5:24:42 PM No.105859723
>>105859710
You have these delusions of grandeur that you're going to be pulled into some political conflict based entirely on the fact that the village schizo replied to you
Anonymous
7/10/2025, 5:25:06 PM No.105859726
>>105859699
No he's right, as soon as you start a Discord within hours you will have people spamming TRANS RIGHTS and shit in #main, it's just how things are, somebody is going to make a joke about it and now you have community drama.
Replies: >>105859734 >>105859739 >>105859746
Anonymous
7/10/2025, 5:25:55 PM No.105859734
>>105859726
>spamming TRANS RIGHTS
that and/or spamming "I HATE TRANNIES"
Anonymous
7/10/2025, 5:26:09 PM No.105859739
>>105859726
>start a Discord
Just don't do that. Simple as.
Anonymous
7/10/2025, 5:26:55 PM No.105859746
>>105859726
actually
>as soon as you start a Discord
there's the problem
Anonymous
7/10/2025, 5:31:20 PM No.105859780
beerus_garfield_by_heardthebird_db1afh2-fullview
beerus_garfield_by_heardthebird_db1afh2-fullview
md5: 587431b2b28257b8c25580363b1363ba๐Ÿ”
Tbh if politicsbrained retards try to start drama just do what Nintendo does to any drama or controversy: just ignore it
Anonymous
7/10/2025, 5:32:29 PM No.105859788
carbon
carbon
md5: 493d6c8b513ed8d63cf4480de88738e2๐Ÿ”
Thoughts on using COM for your game?
Replies: >>105859927
Anonymous
7/10/2025, 5:40:10 PM No.105859865
>>105859241
>>105859268
this is what I hate about skeletal animation, there is no standard to how many bones can affect the same vertex, most go with 2, sometimes it's 4 maximum, the issue is that most solutions do not use compact memory layouts so a vertex will always compute the maximum amount of bones it can have.

this crap doesn't even include additive partial animations or animation overwrite for limbs and advanced stuff. yet somehow i'm even more upset about the lack of visibility flags. wanna hide part of a model? just hide it bellow the map or move it to infinity where it cannot show up. VFX? it's always hidden under the map somewhere. Wanna have masked models? have fun dealing with even more bullshit.

why the fuck are we living in the stone age when it comes to advanced animations? I didn't even talk about the different interpolation methods that you might wanna do.
Replies: >>105859887 >>105859940
Anonymous
7/10/2025, 5:42:30 PM No.105859887
>>105859865
>most go with 2, sometimes it's 4 maximum
the standard was 4 in the early 2000s
Replies: >>105859948
Anonymous
7/10/2025, 5:47:07 PM No.105859927
>>105859788
https://superelectric.dev/post/post1.html
I'm using the CLAP ABI for plugins/mods, it's very comfy. COM is fine as long as you don't do inheritance.
Anonymous
7/10/2025, 5:48:23 PM No.105859940
>>105859865
>this is what I hate about skeletal animation, there is no standard to how many bones can affect the same vertex, most go with 2, sometimes it's 4 maximum, the issue is that most solutions do not use compact memory layouts so a vertex will always compute the maximum amount of bones it can have.

these are just attributes, i don't know what solutions you are talking about when you are writing the shader yourself

>this crap doesn't even include additive partial animations or animation overwrite for limbs and advanced stuff.

this is just an inverse transform followed by a local transfrom followed by a forward transform, aka change of basis

yet somehow i'm even more upset about the lack of visibility flags. wanna hide part of a model? just hide it bellow the map or move it to infinity where it cannot show up.

if you are splitting your model in to separate indirect commands this is a trivial GPU hack

VFX? it's always hidden under the map somewhere. Wanna have masked models? have fun dealing with even more bullshit.

honest question what's a masked model? like masking bones so only some bones animate? that's just having an extra set of weights innt? and you set the weights to zero?

>why the fuck are we living in the stone age when it comes to advanced animations? I didn't even talk about the different interpolation methods that you might wanna do.

maybe because you are not writing your own systems?
Replies: >>105859958
Anonymous
7/10/2025, 5:48:54 PM No.105859948
>>105859887
iirc Raylib and most gltf loaders only support 2 by default.
Replies: >>105859966
Anonymous
7/10/2025, 5:49:38 PM No.105859958
>>105859940
>maybe because you are not writing your own systems?
He is writing his own system, everything he talked about is an already solved problem
Anonymous
7/10/2025, 5:50:17 PM No.105859966
>>105859948
Definitely not GLTF, and Raylib isn't a real 3D engine
Replies: >>105859995
Anonymous
7/10/2025, 5:52:33 PM No.105859995
>>105859966
I've seen people use 3D models and swap them like they're 2D sprites. And I really mean having multiple static models with 0 interpolation, just to dodge the headaches of bone animation.
Replies: >>105860471
Anonymous
7/10/2025, 6:25:24 PM No.105860294
>validation layer keeps telling me im wrong without an explanation
im not wrong, unless something magical is happening under the hood that is just not detailed anywhere. no faggot gpu, the uav has been transitioned back to an srv, stop bitching at me
Anonymous
7/10/2025, 6:44:02 PM No.105860471
>>105859995
>headaches of bone animation
it's really simple https://github.khronos.org/glTF-Tutorials/gltfTutorial/gltfTutorial_020_Skins.html
Anonymous
7/10/2025, 6:53:07 PM No.105860548
6296be03151dcc53
6296be03151dcc53
md5: 9014b05b862aeff3dec45bd412808ed7๐Ÿ”
Anonymous
7/10/2025, 6:58:43 PM No.105860591
3878567452
3878567452
md5: d464b6abb6a6fb1e0f9384ac21eb11f0๐Ÿ”
>>105859717
>Which verse?
Deuteronomy 23:1
>He that is wounded in the stones, or hath his privy member cut off, shall not enter into the congregation of the Lord.
>That's not Jesus
That is Moses reading the laws and commandments of God, who Jesus is.
>t-that's old testament!
Matthew 5:17
>Do not think that I have come to abolish the Law or the Prophets; I have not come to abolish them but to fulfill them
But don't worry, if you can stop diddling kids and repent, you can still avoid hell.
>Matthew 19
>Jesus looked at them and said, โ€œWith man this is impossible, but with God all things are possible.โ€
So even someone who cut his dick off to goon with his discord groomers can still be saved.
>Also does this include circumcision?
No. The Jews until the coming of Jesus were ordered by God to do so, not to mention the verse states a lot more than just circumcision. In any case, Matthew 15:11 states:
>What goes into someone's mouth does not defile them, but what comes out of their mouth, that is what defiles them.
So someone circumcising you as a baby which you have no control over would not send you to hell.
Replies: >>105860639
Anonymous
7/10/2025, 7:03:18 PM No.105860639
>>105860591
I dislike trannies but fucking hell dude shut the fuck up you're so fucking annoying
Replies: >>105860656
Anonymous
7/10/2025, 7:04:38 PM No.105860656
>>105860639
Nothing quite gets certain people riled up like quoting the bible. I fully expect janny to have a total meltdown too.
Replies: >>105860677
Anonymous
7/10/2025, 7:07:07 PM No.105860677
>>105860656
>durr I'm so based
No you're not. You're cringe. You defend circumcision and are a christcuck who bends over for israel
You are not special. You are yet another retard of the masses who sucks the cock of evil pedophiles (the government). Your so-called enemies are just blue variants of you.
Go to hell.
Replies: >>105860739
Anonymous
7/10/2025, 7:12:54 PM No.105860739
>>105860677
No? Circumcision makes no sense since Jesus came and Jews are the synagogue of satan who have co-opted both the name "Jews" and "Israel".

You should probably ask yourself why you feel anger when seeing bible verses.
Replies: >>105860772
Anonymous
7/10/2025, 7:16:26 PM No.105860772
>>105860739
>You should probably ask yourself why you feel anger when seeing bible verses.
I don't, it's not the bible, it's retards like you who are just SJWtrannies but "red" and "based" (aka extra cringe)
Anonymous
7/10/2025, 7:18:03 PM No.105860793
>>105855708
>C++
>Just werks
Pray tell what's a build system that just werks for C++?
Replies: >>105860810 >>105860811
Anonymous
7/10/2025, 7:19:46 PM No.105860810
>>105860793
None
(just use a build script)
Replies: >>105860819
Anonymous
7/10/2025, 7:19:55 PM No.105860811
69zhvg
69zhvg
md5: f20f48acf6a3eaa02fed877d2afaf678๐Ÿ”
>>105860793
GNU Make. On God.
Replies: >>105860819
Anonymous
7/10/2025, 7:20:46 PM No.105860819
>>105860810
Extremely cringe.
>>105860811
I don't use freetard os or tools.
Replies: >>105860823 >>105860828
Anonymous
7/10/2025, 7:21:45 PM No.105860823
>>105860819
>Extremely cringe.
Why not? You can just compile everything through a batch file or shell script
Hell, even python
Replies: >>105860899
Anonymous
7/10/2025, 7:22:29 PM No.105860828
pepe-eyeroll-eyeroll
pepe-eyeroll-eyeroll
md5: 4d9806f9bc89505411d917c202ec7060๐Ÿ”
>>105860819
Use Java or C# then.
Replies: >>105861237
Anonymous
7/10/2025, 7:28:49 PM No.105860899
>>105860823
You'll find out when your project goes beyond a fizzbuzz.
Anonymous
7/10/2025, 7:46:25 PM No.105861103
>>105859633
Be likeable and politically neutral, so nobody will have a reason to do that.
Anonymous
7/10/2025, 7:52:58 PM No.105861178
>>105859666
Kids and people with nostalgia for the PS1 days outnumber trannies. I don't think what you're saying is true at all outside of that one particular game.
Replies: >>105861196
Anonymous
7/10/2025, 7:54:14 PM No.105861196
>>105861178
>people with nostalgia for the PS1 days outnumber trannies
Those ARE the trannies.
Anonymous
7/10/2025, 7:58:16 PM No.105861237
>>105860828
Is that a build system for C++?
Replies: >>105861319
Anonymous
7/10/2025, 7:58:35 PM No.105861242
>>105855244
>methods inside of structs.
don't need these
Anonymous
7/10/2025, 8:05:31 PM No.105861319
>>105861237
No, it's programming languages for street shitters like you.
Replies: >>105870278
Anonymous
7/10/2025, 8:57:23 PM No.105861866
1713330333706297
1713330333706297
md5: 48440125947d9726c3a4c254df28e6ca๐Ÿ”
If you need a GPU for your game, you're doing it wrong.
Simple as.
Replies: >>105862226 >>105862353 >>105863429
Anonymous
7/10/2025, 9:24:14 PM No.105862143
1723162202116560m
1723162202116560m
md5: d017edf53ec22d2bbcf349e2ad7c491d๐Ÿ”
I hope you guys are self hosting your git.
Replies: >>105862152 >>105862550 >>105862668 >>105863862
Anonymous
7/10/2025, 9:25:07 PM No.105862152
>>105862143
I don't use version control
Anonymous
7/10/2025, 9:31:17 PM No.105862226
>>105861866
is iGPU allowed? cause otherwise its not possible
Replies: >>105863414
Anonymous
7/10/2025, 9:43:45 PM No.105862353
>>105861866
I'm actually debating the possibility of a lisp that compiles to compute shaders, just to run the whole game on the GPU
Anonymous
7/10/2025, 10:02:22 PM No.105862550
>>105862143
does that mean a local repo? yea i have a local repo but none of all the fancy github stuff sadly
Anonymous
7/10/2025, 10:11:03 PM No.105862646
1665499548291013
1665499548291013
md5: fe1e073f3b00b47753a723c1dae0c62c๐Ÿ”
Lisp is for nerds not for making gaemz.
Replies: >>105862659 >>105865023
Anonymous
7/10/2025, 10:12:04 PM No.105862659
>>105862646
Lisp is for people who aren't very good at programming who want to feel smart
Replies: >>105865023
Anonymous
7/10/2025, 10:12:45 PM No.105862668
>>105862143
Yes I am running a git-daemon on my machine, how did you know?
Anonymous
7/10/2025, 10:31:38 PM No.105862879
1723759295117195
1723759295117195
md5: d63a532ca0795f47e7a6a0bf50cae74e๐Ÿ”
Do you atleast try to make a game?
Replies: >>105862901 >>105862931 >>105864259 >>105866363
Anonymous
7/10/2025, 10:33:34 PM No.105862901
>>105862879
Yes, I have the skill to program any game I'd want to, yet music, art, story, general presentation to the normiecattle has made sure that I am ngmi.
Anonymous
7/10/2025, 10:35:53 PM No.105862931
>>105862879
Yeah, I'm making multiple games.
Anonymous
7/10/2025, 10:36:41 PM No.105862943
any good books on ui design from the coding perspective ?
Replies: >>105862958 >>105865023
Anonymous
7/10/2025, 10:39:07 PM No.105862958
>>105862943
this thread is not your personal google
Replies: >>105863015
Anonymous
7/10/2025, 10:45:35 PM No.105863015
>>105862958
Okay, than let me rephrase that. What would be considered better? Callback based or state based that gets checked once every time interval.
Replies: >>105863236 >>105863261 >>105863737
Anonymous
7/10/2025, 11:04:47 PM No.105863236
>>105863015
im using retained mode for mine
Anonymous
7/10/2025, 11:07:03 PM No.105863261
>>105863015
Signal based
Anonymous
7/10/2025, 11:23:07 PM No.105863414
>>105862226
vulkan and dx11 support software rendering (maybe not every extension however).
opengl supports software rendering through Angle which then uses SwiftShader or dx11 warp.
Anonymous
7/10/2025, 11:24:13 PM No.105863429
>>105861866
So your game is just some CLI drawing .'s and @'s?
Replies: >>105863852
Anonymous
7/10/2025, 11:52:49 PM No.105863737
>>105863015
Both
Anonymous
7/11/2025, 12:05:21 AM No.105863852
1731013279649272
1731013279649272
md5: 77a366cef556dcf306b1dc3d235dfafd๐Ÿ”
>>105863429
My game?
Anonymous
7/11/2025, 12:06:17 AM No.105863862
>>105862143
Yes!
But also, there are no racial slurs in my codebase.
Anonymous
7/11/2025, 12:45:03 AM No.105864259
>>105862879
Yup.
t. pogeet !!b2oSUmilA2N
7/11/2025, 2:13:38 AM No.105865023
f5052888cc77de14617dd57f1f2f8f83a87d56173fde1f20722a46182ec0ae57
>>105862646
>>105862659
wronk
Lisp is for anything and everything
https://github.com/Shirakumo/trial
>>105862943
You might get lucky looking for UX design instead.
Just apply your game dev knowledge to create and manipulate GUI widgets, there are hardly any tutorials about retained mode GUI implementations but plenty about immediate mode. You are just expected to implement a retained mode shit with just the theory in the know so its fairly an advanced thing.
If you are talking about UI design then you'll have to pick up a few additional bits about color theory, stuff like preferring vibrant colors for better readability and how to use appropriate shade of a colour for a widget based on its functionality. Those two along would mostly be enough as longs as you are not trying to do persona kinda UI
Anonymous
7/11/2025, 2:38:08 AM No.105865194
1748157701999661_thumb.jpg
1748157701999661_thumb.jpg
md5: 9b01338ad46fcaf2c6414bd9687700cd๐Ÿ”
Yeah fuck it I'm a raylib chud now.
Replies: >>105865326
Anonymous
7/11/2025, 2:54:07 AM No.105865291
I started from scratch again.
Replies: >>105865535
Anonymous
7/11/2025, 2:57:39 AM No.105865326
>>105865194
Nice! I just started migrating from raylib to sdl3, would have never made it this far without raylib. Awesome library.
t. pogeet !!b2oSUmilA2N
7/11/2025, 3:33:35 AM No.105865535
26a7e5be8db72473084e71f986453167be1a5b517522d2a20b02d6716ab74982
>>105865291
Anonymous
7/11/2025, 5:46:36 AM No.105866363
>>105862879
Yes, and failing so many times has been incredibly helpful and eye opening. Its wonderful
Anonymous
7/11/2025, 5:54:21 AM No.105866400
>>105849312
This one time on teamspeak he hot-mic'd some incredibly peppy J-pop song on repeat for like an hour.
Frosch !!SpWAN5QZ7rf
7/11/2025, 7:13:51 AM No.105866825
Hey /gedg/, give me your thoughts on this lib. Anyone use it?

https://github.com/rxi/microui
Replies: >>105868429
Anonymous
7/11/2025, 7:51:58 AM No.105867012
Is it possible to make a game with just opengameart/itchio slop?
t. pogeet !!b2oSUmilA2N
7/11/2025, 12:29:11 PM No.105868429
>>105866825
i used it long back and it was good enough as a dearIMGUI for C
Anonymous
7/11/2025, 12:33:02 PM No.105868452
Does it matter what library I use from sfml to sdl to opengl etc?
Replies: >>105868514
t. pogeet !!b2oSUmilA2N
7/11/2025, 12:43:11 PM No.105868514
8ac30de408c7b01bef60fcb8e0fd90cb663c0ced8b9ff4b4c432c9fcaf2bdd06
>>105868452
sfml vs sdl is less of a library and more of a language choice. If you are a C++ fag then sfml will please more than sdl ever could.
does it matter? not really, as both will get the same job done for opengl so in the end, its all just a matter of preference.
Anonymous
7/11/2025, 12:51:53 PM No.105868566
Someone correct me if I'm wrong
>ECS design revolves around having one master class called 'entity', to which the entity class has every single component which is used in the game
>every object in the game is an entity, so they every entity technically has all possible components. But if they're unused they're just set to 0 or null. e:g a tile to jump on has a speed component because its a component you have in your game. However the tiles speed is set to 0 so it doesn't move
Replies: >>105868623 >>105868731 >>105878852
Anonymous
7/11/2025, 1:01:42 PM No.105868623
>>105868566
No. A lot of spergs will argue at length about what an ECS is, and they often over-bloat the definition to be way too complex for 99% of games, but my definition (the right one, of course), is simply Entity Component System:
>an Entity is pretty much just an ID
>it has Components that contain data (e.g. HealthComponent with two floats, one for current health one for max health)
>Systems do things with these Components (e.g. increment health by regen*deltatime every tick) and sometimes Entities (e.g. mark for deletion)
That's it, that's all it is. It's a subset of composition.
Replies: >>105868626 >>105869403
Anonymous
7/11/2025, 1:02:35 PM No.105868626
>>105868623
>health is a float
Sar...
Replies: >>105868705
Anonymous
7/11/2025, 1:15:40 PM No.105868705
>>105868626
Literally doesn't matter Sukhdeep, I'm sure you can figure out how to display it as an integer to the player if that's what you want.

Though I'm sure you have some "deep" insight to share as to why it should be stored as an int, not a float.
Anonymous
7/11/2025, 1:18:52 PM No.105868731
>>105868566
No
ECS is a database
Rows are components, columns are entities
Systems are queries (functions that operate on entities that match the parameters)
Anonymous
7/11/2025, 2:41:38 PM No.105869403
>>105868623
It doesn't matter how Entity is represented. It doesn't matter how entities are stored. It's just implementation details.
The principle behind ECS is to just move update/draw function outside of entity.

It can be as simple as
struct Component {
ComponentType type;
//union of all possible components
}

and system is just:
foreach (component : components) {
if (component.type == RENDERABLE) {
render(component);
}
}
Replies: >>105869414
Anonymous
7/11/2025, 2:43:06 PM No.105869414
>>105869403
that's not ECS
Anonymous
7/11/2025, 3:44:58 PM No.105869894
>progress report
finished automatic loading and gpu mipmap generation of linear color pngs
Replies: >>105870409
Anonymous
7/11/2025, 4:27:45 PM No.105870278
>>105861319
>no counter argument
congratulations. C++ is the worst abomination ever created on the face of this earth.
Even Rust looks readable compared to C++ gymnastics.
Replies: >>105870344 >>105870409 >>105870507
Anonymous
7/11/2025, 4:35:55 PM No.105870344
>>105870278
Skill issue
Replies: >>105870409
t. pogeet !!b2oSUmilA2N
7/11/2025, 4:41:54 PM No.105870409
71dd5fdf6aad22b794c5e4e4f0f25029b6bb7356ef1f190dc396fff7eedfeb0c
>>105869894
>linear color pngs
now I'm starting to wonder when we'll get ready made libs for importing hdr png
>>105870278
In fact, java was created because dealing with C++ was absolute nightmare in terms of complexity and memory safety. It started out as "C with classes" and later Mr. StrawSoup did some changes and marketed it like crazy. The big corpos bought his shit and blessed us with the "clean code" shit in return.
C++ is the shit show of the agile dominant brain dead circus
>>105870344
cope issue
Replies: >>105870543
Anonymous
7/11/2025, 4:47:55 PM No.105870459
1751831881401602_thumb.jpg
1751831881401602_thumb.jpg
md5: a1bd1c09649973b483a6fb33b30099d1๐Ÿ”
How necessary is baked lighting in a 3D game? I understand the performance benefits, but is a deferred renderer enough for most global illumination? Was thinking of writing a standalone light mapping tool but it's a new kind of tech for me that would probably take a while
Anonymous
7/11/2025, 4:50:32 PM No.105870480
d40d0a37-9da9-40ca-9dc7-dda337499719
d40d0a37-9da9-40ca-9dc7-dda337499719
md5: fae6fbb3eb16e38ede1c1d81894b40bf๐Ÿ”
>>105855276
Thanks man, it means a lot. I don't really have aspirations of becoming a notch or barone level millionaire from my games, I just want people to play them and tell me what they think.

As a bonus, here's one of the main resources I used to learn DirectX 11

https://rastertek.com/tutdx11win10.html
Replies: >>105877265
Anonymous
7/11/2025, 4:52:56 PM No.105870507
>>105870278
I already told you, saar, just use Java or C# and be happy.
Anonymous
7/11/2025, 4:56:51 PM No.105870543
>>105870409
>now I'm starting to wonder when we'll get ready made libs for importing hdr png
give it another couple of years, considering the png 3.0 spec just came out
for now ill have to simply inspect "/sRGB/RenderingIntent" and "/gAMA/ImageGamma" in the metadata. handling that is what ill work on next
Anonymous
7/11/2025, 5:52:33 PM No.105871040
1724150515689353_thumb.jpg
1724150515689353_thumb.jpg
md5: 21f4a552e39345cd7e1d60b33d92ffae๐Ÿ”
Finally my stupid gui kinda works.
Replies: >>105871101 >>105878521
Anonymous
7/11/2025, 5:58:51 PM No.105871101
>>105871040
i hope the text is broken, if not then wtf is that font
Replies: >>105871110
Anonymous
7/11/2025, 5:59:45 PM No.105871110
>>105871101
It's just an ugly bitmap font.
Anonymous
7/11/2025, 6:22:28 PM No.105871339
How do you guys manage your 3D rendering -- scene graph or immediate mode?
Replies: >>105887586
Anonymous
7/11/2025, 7:49:30 PM No.105872245
1752243766958777
1752243766958777
md5: 9fcf532ccd17190cb9b1bc291604bcd3๐Ÿ”
Thinking of devving on linux
For whatever reason my windows install keeps choking; the OS disk usage becomes extremely slow even though it's on an SSD
Replies: >>105872444 >>105873211
Anonymous
7/11/2025, 8:09:16 PM No.105872444
>>105872245
sounds like a skill issue
Anonymous
7/11/2025, 9:25:49 PM No.105873211
5atu3b3ntc9d1
5atu3b3ntc9d1
md5: 7c49192439a41d324bd0b371fee2605a๐Ÿ”
>>105872245 (me)
Figured out the problem I think
For whatever reason, Windows set the page file size to 64GB
Anonymous
7/11/2025, 9:29:46 PM No.105873254
__suzukaze_aoba_and_sakura_nene_new_game_drawn_by_chuutaro_metal__5f80bdc92cf92b086e51924890eede72
any good SDL3 projects to read and learn from?
Replies: >>105873261 >>105873265 >>105873297 >>105879597
Anonymous
7/11/2025, 9:30:27 PM No.105873261
>>105873254
i wish real game devs looked like this
Anonymous
7/11/2025, 9:30:48 PM No.105873265
>>105873254
I still think it's funny how there's a slice of life anime about fucking game development
that shit sounds boring as hell lmao
Anonymous
7/11/2025, 9:34:35 PM No.105873297
>>105873254
Not really, but the docs are great, just do the triangle tutorial on Medium to get set up and you should be able to figure out the rest.
Anonymous
7/11/2025, 9:37:11 PM No.105873325
i like rust, i like bevy, i like ECS
Replies: >>105873333 >>105873343 >>105873368
Anonymous
7/11/2025, 9:38:00 PM No.105873333
>>105873325
are you gay?
Replies: >>105873346
Anonymous
7/11/2025, 9:38:50 PM No.105873343
>>105873325
I used to as well. For about six months and then I wanted to kill myself. Not again.
Replies: >>105873416
Anonymous
7/11/2025, 9:39:04 PM No.105873346
>>105873333
depends if im having sex with a man or woman, so sometimes
Replies: >>105873397
Anonymous
7/11/2025, 9:41:23 PM No.105873368
>>105873325
I hate Rust. I have no opinion on Bevy. I like ECS.
Anonymous
7/11/2025, 9:44:18 PM No.105873397
>>105873346
nta but
>depends if im having sex with a man or woman, so sometimes
Then you're not gay or straight, you're bisexual
Replies: >>105873416
Anonymous
7/11/2025, 9:47:04 PM No.105873416
>>105873397
i dont know i feel like the label is meaningless, i think most people are bi would be considered bi if given the right opportunity i dont think sexuality is ever set in stone
>>105873343
desu im starting to feel it too but only because bevy is so undercooked right now, maybe i should bench my project until their editor is done
Anonymous
7/11/2025, 11:40:30 PM No.105874604
>Chatgpt recommends I use an ECS
>I tell it I don't want to use an ECS, I ask what object model I use then
>Chatgpt suggests classic OOP but passive-aggressively says it sucks and you should still just use ECS instead
Kek, I think it's trained on reddit
Replies: >>105874716 >>105874767
Anonymous
7/11/2025, 11:52:04 PM No.105874716
>>105874604
OOP fucking sucks for any complex system and games are literally one of the most complex systems, you dont have to use ECS but using OO paradigms is painful
Replies: >>105874737 >>105874767 >>105874780
Anonymous
7/11/2025, 11:54:16 PM No.105874737
>>105874716
I know, but the AI is acting like OOP is the only other option than ECS and that because it's bad you should use ECS instead
Which is a common take ECSbros pull out of their asses
Anonymous
7/11/2025, 11:56:57 PM No.105874767
>>105874604
Why the fuck do people ask ChatGPT for advice?

>>105874716
OOP is what people use to make complex games
Replies: >>105874779 >>105875113
Anonymous
7/11/2025, 11:58:17 PM No.105874779
>>105874767
>OOP is what people use to make complex games
because ECS hasnt caught on yet and most games are being made in unity and unreal and designed by dinosaurs and or retards
Replies: >>105875007 >>105876002
Anonymous
7/11/2025, 11:58:21 PM No.105874780
>>105874716
It's the other way around. OOP is overkill for most needs but highly complex systems are honestly easier to structure and extend if you have a non-shit object oriented framework.
Replies: >>105874789
Anonymous
7/11/2025, 11:59:20 PM No.105874789
>>105874780
>non-shit object oriented framework
its just so easy
Anonymous
7/12/2025, 12:25:41 AM No.105875007
>>105874779
>ECS hasnt caught on yet
It was popularized 8 years ago
Anonymous
7/12/2025, 12:36:07 AM No.105875113
>>105874767
>OOP is what people use to make complex games
No? I guarantee you at least 40% of "complex games" that call themselves OOP are not OOP. Nobody at the level of making a complex game is going to suffer through OOP for stuff that isn't very strictly gameplay like the player character etc.
>yeah bro our AAA game uses OOP
>yeah like the character and enemies are objects
>uh no the AI logic, items, enemies when out of instance/world, particles, events, etc are not objects
Even the most "OOP" game is still only like 60% OOP at absolute best because nobody is going to suffer through that.
Replies: >>105875145 >>105875158
Anonymous
7/12/2025, 12:38:44 AM No.105875145
>>105875113
what counts as an object?
Anonymous
7/12/2025, 12:39:27 AM No.105875158
>>105875113
>Even the most "OOP" game is still only like 60% OOP at absolute best because nobody is going to suffer through that.
>durr if the entire codebase isn't OOP then it's not using OOP
Are you even listening to yourself? Programming paradigms aren't meant to be monolithic, they're strategies for solving an issue. Obviously a complex application like a game is going to be comprised of a multitude of strategies, and for you to say "sure half of it is OOP but that means it's actually not OOP!" is beyond retarded.
Anonymous
7/12/2025, 12:48:18 AM No.105875239
>>105853995
Reminds me of the directX cube. Sovl.
Frosch !!SpWAN5QZ7rf
7/12/2025, 2:02:05 AM No.105875791
>use code for the first time in months
>weird sync error that wasn't there before
{ERROR}: [Vulkan] vkQueueSubmit(): pSubmits[0].pSignalSemaphores[0] (VkSemaphore 0x190000000019) is being signaled by VkQueue 0x56118bcc9f10, but it may still be in use by VkSwapchainKHR 0x410000000041.
Here are the most recently acquired image indices: [0], 1, 2.
(brackets mark the last use of VkSemaphore 0x190000000019 in a presentation operation)
Swapchain image 0 was presented but was not re-acquired, so VkSemaphore 0x190000000019 may still be in use and cannot be safely reused with image index 2.
Vulkan insight: One solution is to assign each image its own semaphore. Here are some common methods to ensure that a semaphore passed to vkQueuePresentKHR is not in use and can be safely reused:
a) Use a separate semaphore per swapchain image. Index these semaphores using the index of the acquired image.
b) Consider the VK_EXT_swapchain_maintenance1 extension. It allows using a VkFence with the presentation operation.
The Vulkan spec states: Each binary semaphore element of the pSignalSemaphores member of any element of pSubmits must be unsignaled when the semaphore signal operation it defines is executed on the device (https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#VUID-vkQueueSubmit-pSignalSemaphores-00067)
...

Getting errors with the fence and semaphores kek.
Replies: >>105875810 >>105875993
Frosch !!SpWAN5QZ7rf
7/12/2025, 2:05:09 AM No.105875810
1668127714664063
1668127714664063
md5: 27ef47fe2bd2734c72baacfbe8d24eeb๐Ÿ”
>>105875791
I was under the impression that the semaphores should be per in-flight-frame, not per image.
Frosch !!SpWAN5QZ7rf
7/12/2025, 2:31:37 AM No.105875993
>>105875791
I found this link describing my problem
https://docs.vulkan.org/guide/latest/swapchain_semaphore_reuse.html
Replies: >>105876114
Anonymous
7/12/2025, 2:32:59 AM No.105876002
>>105874779
ECS is only concerned with update functions, and people do stupid things to get around that.
Replies: >>105877587
Frosch !!SpWAN5QZ7rf
7/12/2025, 2:47:48 AM No.105876114
>>105875993
I think I understand everything perfectly now. So the new sdk isn't cool with what the vast majority of examples and tutorials are doing kek. I'll add a note to the compendium.

So you need to either use the extension or have your "render finished" semaphores signaled by the queue submit be per swapchain image rather than per frame in flight. The fence and "image acquire" semaphores are per frame in flight.
Replies: >>105876295
Anonymous
7/12/2025, 3:00:20 AM No.105876218
I'm not cool with vulkan either
Replies: >>105876295
Frosch !!SpWAN5QZ7rf
7/12/2025, 3:10:27 AM No.105876295
>>105876114
Did /gedg/ discuss his change when it happened? I haven't been here so often so I may have missed the boat ...

>>105876218
But Vulkan is based. It just turns out most of us were using it incorrectly for years ...
Replies: >>105876921 >>105878248
Anonymous
7/12/2025, 4:42:30 AM No.105876921
>>105876295
i paste the error code into grok 4 heavy and it fixes it instantly and tells me what the error means
Anonymous
7/12/2025, 5:37:00 AM No.105877265
>>105870480
Much appreciated anon. I wish you good luck on your projects. Cheers!
Anonymous
7/12/2025, 6:37:54 AM No.105877587
>>105876002
people lack the creativity so they resort to stupid, many such cases
Replies: >>105877929
Anonymous
7/12/2025, 7:31:46 AM No.105877929
>>105877587
bevy's super duper fast real ECS copies all sprite components into a vector every frame, because they need to be sorted. in my engine all sprite components are already stored in a vector, more faster in practice.

as it turns out ECS is not a silver bullet.
Replies: >>105877946 >>105878091
Anonymous
7/12/2025, 7:33:07 AM No.105877946
>>105877929
especially archetype ecs
Anonymous
7/12/2025, 7:59:44 AM No.105878091
>>105877929
Retards always screech when I point out that ECS is opposite of fast, but they never explain why their meme cannot do optimizations like this.
Replies: >>105878195
Anonymous
7/12/2025, 8:21:19 AM No.105878195
>>105878091
It's fast when it comes to the CPU. GPU, not so much. Hence why it's good as part of an engine, or when you have some sim-heavy stuff going on. Otherwise no point.
Replies: >>105878255
Anonymous
7/12/2025, 8:29:36 AM No.105878248
>>105876295
and why havent you been here a lot lately? did you abandon us for agdg?
Replies: >>105878967
Anonymous
7/12/2025, 8:30:36 AM No.105878255
>>105878195
it's fast to iterate over arrays, the problem is there aren't much things you can do with data packed in arrays.
Replies: >>105878306 >>105878371 >>105878436 >>105881091
Anonymous
7/12/2025, 8:40:20 AM No.105878306
>>105878255
copying data in small chunks is very slow. you may get like ~5MB per 1ms if you're lucky.
all modern ecs implementations heavely rely on a lot of data copying when you add/removed components. and also you need a lot copies to create intermediate representation of data like sprite sorting, for example.

in the end you will probably waste a lot more performance on uneccesary memory copying.
Anonymous
7/12/2025, 8:49:24 AM No.105878362
>>105855071
Try to stick to one data type for your computations, or reduce the amount of surface area of your code that does the casting.
t. Everything-is-an-i32 enjoyer
Replies: >>105878928
Anonymous
7/12/2025, 8:51:11 AM No.105878371
>>105878255
I handcrafted those arrays so I could do a lot.
Explain how ECS is better, genericslopper.
Anonymous
7/12/2025, 9:04:56 AM No.105878436
>>105878255
>the problem is there aren't much things you can do with data packed in arrays.
Clearly you have not seen what array languages are capable of, while having only one unified data structure available to represent everything.
In short, the selling point of the typical array language is to give the programmer a mindset and the tools to be able to represent, and compute with, pretty much anything with just data packed in arrays. This will scale well as computers tend to lean towards improving parallelism instead of gunning for single core speed.
Anonymous
7/12/2025, 9:19:22 AM No.105878521
1743525682130916_thumb.jpg
1743525682130916_thumb.jpg
md5: 6b439f10bee27ab45934e3343662511f๐Ÿ”
>>105871040
Wheel friction issue fixed. Notice how the wheel skids like on ice in the previous clip.
Anonymous
7/12/2025, 9:31:41 AM No.105878596
any ideas how to make a anti gravity racer like fzero or wipeout? I have been reading various projects/re implementation but they all seem to have hacked it together there is no real physics engine there.
Anonymous
7/12/2025, 10:13:13 AM No.105878852
>>105868566
No, an entity is typically stored as just an int, which represents the ID of the entity. The components are stored in some arrays outside of this Entity struct.
Replies: >>105878898
Anonymous
7/12/2025, 10:22:05 AM No.105878898
>>105878852
>Muh cache locality
>Actually, we have some indirection even where putting some data right into the entity itself would be beneficial
This is why ECSfags will never be taken seriously.
Replies: >>105879446
Anonymous
7/12/2025, 10:28:41 AM No.105878928
>>105878362
Actually I asked GPT to generate some non retarded short wrappers so I can just do

const cu = @import("CastUtils");

const width = cu.i32f(rl.GetScreenWidth());



I have a bunch of helpers in cast utils which does common float to int, int to float and widening casts etc. Makes it simpler than usual.
Frosch !!SpWAN5QZ7rf
7/12/2025, 10:35:42 AM No.105878967
You know Clay is impressing me more than microui.
https://youtu.be/DYWTw19_8r4?feature=shared

Maybe I'll look more into that.

>>105878248
No I just post there a bit more often because I want to save higher quality posts for /gedg/. I'm just busy with irl stuff.
Replies: >>105879446 >>105881608
Anonymous
7/12/2025, 11:00:00 AM No.105879122
Anyone using unreal engine here? I have an issue with renderdoc:
This simple shader:
https://dev.epicgames.com/community/learning/tutorials/WkwJ/unreal-engine-simple-compute-shader-with-cpu-readback

Doesn't appear on renderdoc.
Replies: >>105879446
t. pogeet !!b2oSUmilA2N
7/12/2025, 11:58:34 AM No.105879446
IMG_5277
IMG_5277
md5: 38dc490e8fa40395343eba222108167d๐Ÿ”
>>105878967
Clay's got bindings for Odin ever since it became a thing. Its layouting resembles android a lot, which is the only layout design I like. swift ui and html/css/js layouting are absolutely retarded. About clay, I'll say that it'll feel less annoying(if it did) the more you use it.
>>105878898
>there is no real physics engine there.
I mean, if you are fine with a gameplay where your car goes through other cars without either of them changing their course due to the impact, then physics is not necessary.
>>105879122
I love unreal engine but hate it for being too bloated.
I don't think it would work as render doc "captures" a frame and if your application is executing compute only then you need to integrate renderdoc api into your application, it seems. So you are better off checking for unreal's debugggers. Try logging the compute's output or something.
https://github.com/baldurk/renderdoc/issues/1386#issuecomment-493106018
afaik you should add one line to have shader debugging access via renderdoc but that's for present though. I don't know if will work for headless compute
https://dev.epicgames.com/documentation/en-us/unreal-engine/shader-debugging-workflows-unreal-engine
Replies: >>105879575
Anonymous
7/12/2025, 12:24:24 PM No.105879575
>>105879446
Thanks, but renderdoc works perfectly with my other plugin which uses scene view extension and a custom shader to output to a texture.
I simply uses this macro for instance: RDG_EVENT_SCOPE(GraphBuilder, "MySimpleComputeShader"); And I immediately use the tag in the event browser filter to look at the pass I'm doing.
Also my little compute shader works perfectly and I log every frame the result in the unreal console (I'm using an actor to call the dispatch every "tick").
Chatgpt says that maybe it's because I'm not using a texture so I'll try to output to a texture that I'm using ingame but I doubt it's coming from that.
Anonymous
7/12/2025, 12:27:27 PM No.105879597
>>105873254
chocolate-doom is in the process of migrating to SDL3
https://github.com/chocolate-doom/chocolate-doom/tree/v4-branch
Anonymous
7/12/2025, 12:59:04 PM No.105879800
Alice
Alice
md5: a4fd92ce88131f4e42dd3294c43c8236๐Ÿ”
>>105823834
The follow up, as requested:
My engine's FLAC->Opus converter works-ish now, from begining to end. Sample audio file:
https://limewire.com/d/Mw9Jn#MMVUnsv1nw
It's a little broken yet but you can play the resulting audio normally, at least on my machine.
Later, if I confirm it works when loaded and played by my game engine itself, I can move on to working on other things and improve it sporadically until it works 1.0.
Anonymous
7/12/2025, 2:08:00 PM No.105880274
1711979059939750
1711979059939750
md5: 26f6e3dff9f6857196d8b3ddcf756ed7๐Ÿ”
Am I weird for thinking that simulation games (particularly Sim- games) are synonymous with Jazz music and OOP? Basically, I associate, C++, simulation games, and Jazz all with eachother
Maybe it's because of Maxis's games from 1996-2004 that used a fuckton of jazz and a fuckton of cursed COM-style OOP (see this modding framework for SC4 that reverse engineered a lot of the core game code to see what I'm talking about https://github.com/nsgomez/gzcom-dll)
Replies: >>105880306 >>105887511
Anonymous
7/12/2025, 2:14:25 PM No.105880306
>>105880274
most games use OOP
Replies: >>105887590
Anonymous
7/12/2025, 3:46:52 PM No.105881091
>>105878255
>the problem is there aren't much things you can do with data packed in arrays
It has been demonstrated that you can do everything with data packed in arrays.
Replies: >>105881269 >>105881401
Anonymous
7/12/2025, 4:04:17 PM No.105881269
>>105881091
It may be possible, but it shouldn't be done.

>The last time I had to make UI in bevy I ended up writing like 350+ lines to make a simple menu with three buttons
Replies: >>105881435
Anonymous
7/12/2025, 4:16:27 PM No.105881401
>>105881091
Many of the optimization structures games use are trees and not arrays
Anonymous
7/12/2025, 4:20:21 PM No.105881435
>>105881269
>shouldn't be done
That depends on the use case of your engine. In my case, I want to make it possible to implement even complex functionalities like OOP (inheritance, polymorphism, etc.) using a high-level DSL so I need a more general data structure.
Anonymous
7/12/2025, 4:35:46 PM No.105881608
>>105878967
come back, these threads need more progress to drown out the retarded never ending debates
Replies: >>105881835
Anonymous
7/12/2025, 4:59:25 PM No.105881835
>>105881608
This isn't the right place to show "progress". Nobody wants his honest work to be associated with this place.
Replies: >>105881897 >>105881915 >>105886711
Anonymous
7/12/2025, 5:05:14 PM No.105881897
>>105881835
yeah agdg is a much more reptuable thread
Anonymous
7/12/2025, 5:07:21 PM No.105881915
>>105881835
if this isnt the place for progress, then wtf is this place?
Replies: >>105883182
Anonymous
7/12/2025, 7:13:44 PM No.105883182
>>105881915
Sir, this is /g/
Replies: >>105883216
Anonymous
7/12/2025, 7:17:04 PM No.105883216
>>105883182
>cant talk engine progress here
>cant talk engine progress in agdg
i see. shit gen then
Replies: >>105886711
Anonymous
7/12/2025, 8:02:32 PM No.105883653
screenshot
screenshot
md5: 258edd5a5db7adbe640ea404f9947f7c๐Ÿ”
putting together a shrimple render manager ontop of raylib. i have entities that submit draw commands to the manager. at the end of the frame all these draw commands are sorted and drawn. it is not a general purpose renderer, it is specifically for this game so i dont think i need to store what specific texture or shader is gonna be used or how shader uniforms should be mapped the manager will handle that as it controls the shaders

if anyones put together a similar renderer and know of any issues that could come up id be interested in hearing. or how this could be structured differently

one problem i can think of is z fighting as the entity update order wont be consistent. maybe you ask the manager for a specific integer z index and it will give you a unique floating point z index between z and z+1 which the entity stores and uses to submit commands every frame

i dont think performance will be an issue but if there are easy wins ill take them
Replies: >>105884272 >>105884833
Anonymous
7/12/2025, 8:59:57 PM No.105884272
>>105883653
why do structs have an explicit field offset in this language?
Replies: >>105884301 >>105885210
Anonymous
7/12/2025, 9:03:55 PM No.105884301
>>105884272
its how you do a union in c#. im doing it as an optimization to reduce the size of the struct
Replies: >>105888482
Anonymous
7/12/2025, 9:56:23 PM No.105884833
>>105883653
>i dont think i need to store what specific texture or shader is gonna be used or how shader uniforms should be mapped the manager will handle that as it controls the shaders
as long as you are certain about that

>one problem i can think of is z fighting as the entity update order wont be consistent
without knowing what you are rendering i couldnt tell you, but storing a z value can help with z fighting, blending, early depth testing, and overdraw reduction

>i dont think performance will be an issue but if there are easy wins ill take them
in what regard? storing a number is negligible, and sorting them shouldnt be more than nlogn, you can always optimize that even more by binning them or some other techniques
Anonymous
7/12/2025, 10:43:48 PM No.105885210
>>105884272
C# marshalling looks like that
Frosch !!SpWAN5QZ7rf
7/13/2025, 1:44:55 AM No.105886711
>>105881835
>>105883216
If you have progress you should post it. Its a simple as that. I see plenty of it in the thread.
Anonymous
7/13/2025, 2:00:52 AM No.105886827
zelda-smelling-hand
zelda-smelling-hand
md5: e485992996d84d095451a8d849d0f5c3๐Ÿ”
>he treats sizeof like a function
Anonymous
7/13/2025, 2:41:23 AM No.105887094
4f6a8c66f1b5a24f
4f6a8c66f1b5a24f
md5: 83c16083b3571a134bd793cfd1799924๐Ÿ”
clean it up janny
Anonymous
7/13/2025, 2:45:00 AM No.105887110
I have a nice repl in C that I mostly/sorta understand.
Now I had the thought of making it instead as a looping linked list. So that I can maybe insert changes to Weather (which I haven't even implemented) or other little steps between Eval and Print. REWPL.
Is this just a more retarded version of a standard game loop? Most likely. You can't stop me though.
Replies: >>105887375
Anonymous
7/13/2025, 3:13:38 AM No.105887287
Anything I should know before going all in on SDL3_GPU? Reading through the samples and it seems good.
Replies: >>105887294
Anonymous
7/13/2025, 3:15:32 AM No.105887294
>>105887287
doesn't support bindless yet, otherwise I'm using it and so far so good
Anonymous
7/13/2025, 3:33:31 AM No.105887375
>>105887110
>Is this just a more retarded version of a standard game loop
Kinda. You are hard-coding a deterministic finite automaton.
If you get bored try writing code that generates the game loop for you. For example, if you set state variablesใƒผwheater, time, hungerใƒผand a write a bunch of if statements the engine should create a linked list that simulates the game using the code you wrote.
Anonymous
7/13/2025, 3:56:30 AM No.105887511
>>105880274
I associate sim games with OOP but I don't see the Jazz connection. Are you talking as someone who's just heard jazz, or someone who's studied jazz or at least has some music theory background?
Not that "OOP vs Functional" is exactly correct, but to me 'jazz' (which is really broad to the point of meaningless nowadays) feels more like "functions" to me than "classes".
Don't throw rocks at me, I'm still learning CS stuff, and only dabble in music.

minor_seventh(root, inversion, [add]) etc

https://www.youtube.com/watch?v=H2x3jbX0ePk
Replies: >>105887560
Anonymous
7/13/2025, 4:05:18 AM No.105887560
dame
dame
md5: f5a479546978693884b7592478af149f๐Ÿ”
>>105887511
>1:54 brrr-ick-tick-tick-tick
that fucking drummer

whole song is an absolute beast really
Replies: >>105887575
Anonymous
7/13/2025, 4:08:19 AM No.105887575
>>105887560
Sorry for the disgusting AI dame, I saved and didn't realize.

Please someone talk about your game or engine, I'm just shitting up everything
Anonymous
7/13/2025, 4:10:24 AM No.105887586
>>105871339
bump
Anonymous
7/13/2025, 4:11:30 AM No.105887590
>>105880306
Only because it was pushed as a way to offshore.
God I wish I'd saved some primary source shit I read about basically "us western dudes will just be the idea guys and OOP lets cheap Indians fill in the blanks for us"
Except it didn't work out that way, or it kind of did, but was a really terrible idea in general
Replies: >>105889809
Anonymous
7/13/2025, 4:17:41 AM No.105887621
Any of you smarty smartertons participated in 'demoscene' competitions?

I'm really impressed by that and just think it's neat, and I'd like to hear about your experience.
Replies: >>105887811
Anonymous
7/13/2025, 4:50:26 AM No.105887802
0_fdQSvh7PcgmhkI_G
0_fdQSvh7PcgmhkI_G
md5: 8c8e83d94f3a78c201833c0e04f570f5๐Ÿ”
would people play a game with sega model 1 (i.e virtua racing, virtua fighter 1) graphics
Replies: >>105887811
t. pogeet !!b2oSUmilA2N
7/13/2025, 4:51:50 AM No.105887811
1734479306209692
1734479306209692
md5: d56353d698d20aebae1b5d7a386f6571๐Ÿ”
>>105887621
I'm not smort and I tried making a demoscene with unreal engine using niagara. Failed cluelessly.
I got OSC setup between my reaper DAW and unreal engine. That way, I was able to get real time data of tracks straight from the DAW itself after setting it up once. The attempt came out alright but I lacked the artistic skills to create both music and visuals so I dropped it with utter shame.
>>105887802
>would people play
yes but not many
Replies: >>105887956
Anonymous
7/13/2025, 4:54:06 AM No.105887828
I've been spending 2 hours trying to add nanovg to my project. For some reason nanovg_gl.h just refuses to identify a bunch of random opengl functions.
Replies: >>105887874
t. pogeet !!b2oSUmilA2N
7/13/2025, 5:01:57 AM No.105887874
1734135998887168
1734135998887168
md5: 651ddc3a56b607dac78986d751b47b84๐Ÿ”
>>105887828
did you check if you are linking either static or dynamic lib version of OpenGL?
Replies: >>105888102
Anonymous
7/13/2025, 5:15:27 AM No.105887950
Any compelling reasons to write C but use a C++ compiler for access to templates, constexpr, etc.? The best I can come up with are the following:
>slower compile times
>more footguns & more UB
>no compound literals
>have to cast void*

Like what am I losing writing mostly C code with some C++ features over sticking to plain C?
Anonymous
7/13/2025, 5:17:03 AM No.105887956
>>105887811
>demoscene
>unreal
I mean, good of you to try I guess.
This was in the 64M category or something?
Replies: >>105888498
Anonymous
7/13/2025, 5:43:58 AM No.105888102
Screenshot_2025-07-12_23-39-41
Screenshot_2025-07-12_23-39-41
md5: 944c49844f0757f0d4e464b43a1c0e87๐Ÿ”
>>105887874
Turns out I didn't define some GLEW thing in the example and also I had to link glfw3 and not just glfw. Linking shit is so annoying when the dev never tells you the dependencies so you just have to guess

Now to try implementing clipping via stencil buffer like that other anon tried explaining to me.
Replies: >>105888498 >>105888705
Anonymous
7/13/2025, 6:42:06 AM No.105888482
>>105884301
That seems unnecessarily terrible; surely there's some metaprogramming to manage the field offsets for you? What happens if you add a field to TextData and its field starts getting into BlurData's? Does it make a compiler error, or something at runtime at least?
Replies: >>105888655
t. pogeet !!b2oSUmilA2N
7/13/2025, 6:46:07 AM No.105888498
1717806840664250
1717806840664250
md5: 6ecd42d6a5c3c7591ad8452fa16cd0fe๐Ÿ”
>>105887956
ah, no. I wish.
Like I mentioned earlier, I ain't smart.
I did attempt to replicate something cool but had to give up due to skill issues. Maybe I will participate a year later but its way out of my league rn.
>>105888102
>I didn't define some GLEW thing
for OpenGL, its always either a GLAD thing or GLEW thing
>I had to link glfw3 and not just glfw
um... if you are linking to both glfw and glfw3 then you can skip linking to glfw, unless you are doing legacy stuff but since this is nanovg we are talking about, just linking to glfw3 alone would be enough.
Anonymous
7/13/2025, 7:21:13 AM No.105888655
screenshot
screenshot
md5: a86e299b99e940999d2b694ff21f2da2๐Ÿ”
>>105888482
you can do this i guess. official discriminated union support is being worked on by the c# team
Replies: >>105888665
Anonymous
7/13/2025, 7:22:46 AM No.105888665
>>105888655
metadata struct shouldnt have field offsets woops
Anonymous
7/13/2025, 7:29:01 AM No.105888705
>>105888102
Stencil won't work with nanovg antialiasing hack though (it renders a thin line around shapes). You need to use multisampling.
Anonymous
7/13/2025, 8:40:08 AM No.105889013
screenshot_both
screenshot_both
md5: 68efc884fdca056d9a4660f3b306dde2๐Ÿ”
been a while since i posted here, been working on stuff again. ive been working on this thing for too fucking long.

I got lightmapping working which is pretty sweet. i have a pipeline which imports the scene to Godot funnily enough, bakes the lighting+probes and imports it back, baked lighting always looks so good. godots lightmapper is kind of garbage but it works alright. with textures you dont notice some of the weird stuff.

also ended up ditching a bunch of garbage. i had a stupid fucking anim graph editor that i spent too long making. ditched that piece of shit. i can just make the anim tree in code, much simpler. also my prefab system was garbage, just threw that all away. fuck you property overrides, may i never talk to you again.

>>105855903
its kind of over engineering, but yeah a resource importer is nice.
compressed textures vs a .png take 4/8x less memory and load like 20x faster (the speedup is mostly from mips already being precomputed).
same for models.
a simple way is just treat it like a caching layer. when you load a resource, check if its been complied (or the source file was changed) then compile and load it.
Replies: >>105889283
Anonymous
7/13/2025, 9:29:04 AM No.105889283
>>105889013
How do you do property override? I think the only solution is to reload scene every time a prefab is changed.
Replies: >>105889396
Anonymous
7/13/2025, 9:40:46 AM No.105889352
>>105859101
heres a tip thats super useful to me: ask yourself what multiplying the transform by (0,0,0) gets you.

keyframes are defined in local space (meaning relative to the parent bone).

to get the full *skeleton* pose, you interpolate the keyframes (which are localspace) of each bone seperately. then, for each bone, you multiply up the chain which then gets you the mesh space pose. so (local space root) * (local space spine ) * (local space head) = (mesh space head). so now you have the mesh space transforms for all bones.

the mesh space transform takes you from the bone relative space to the final meshspace spot. so (0,0,0) multiplied by the meshspace of the hand gets you exactly where the hand bone is in meshspace, since (0,0,0) relative to the hand *is* the hand.

but you arent done yet. the verticies of your character are *already* in mesh space. ie the vertex of a hand is going to be at something like (1.0,1.5,0.0) since the character is in t-pose.

the 2nd part of the equation is the bind pose. the bind pose is the skeleton that is authored in blender (the t-pose skeleton). so each bone has a local space bind pose transform. you can then find out the mesh space bind pose transform by multiplying up the chain like above.

then you have the inverse mesh space bind pose transform. this basically says "given a vertex in meshspce, whats its position in localspace to this bone?"

so now you have all the pieces:
the vertex of the model is in meshspace
the inverse bind pose takes you from meshspace to the bone relative localspace
then the meshspace matrix calculated from the keyframes takes you from localspace to the final meshspace position

the last piece is that a vertex is connected to multiple bones with a weight. all you have to do here is do the above calculations for each connected bone separately. then do a N-way weighted blend of the positions and normals.
Replies: >>105889396
Anonymous
7/13/2025, 9:47:36 AM No.105889396
>>105889352
2/2:
since transforms can be combined, all you have to send to the vertex shader per bone is the transform: (final meshspace transform of bone) * (inv meshspace bind pose of bone).

sorry for the huge dump, ive been working on my animation system so its in my head. i can share my code if you want.

>>105889283
it was a mess. i just ditched my implementation. the bigger trouble i had was references. say I have a level, then I have a prefab with a prefab inside that.
and then i want to override a property. inside the 2nd nested prefab in the level asset. idk man it just added so much complication to the serialization process and lots of bugs. pretty sure unity didnt add all the nesting prefabs stuff till later and I can see why.
Replies: >>105889603 >>105890006
Anonymous
7/13/2025, 10:33:07 AM No.105889603
>>105889396
The basic idea is that you shold serialize reference to base prefab and only overriden properties. You deserialize base prefab first and then replace overriden properties.
I dropped the implementation too, but because to support hot reload of prefab you need to full reload scene and all resources.
Replies: >>105889630
Anonymous
7/13/2025, 10:38:51 AM No.105889630
>>105889603
Without overridable properties you can just reload the inner game object state instead, while keeping the reference to that same game object in other objects in a scene.
Anonymous
7/13/2025, 11:08:08 AM No.105889809
>>105887590
Stop posting fanfiction dude nobody offshores game code
Anonymous
7/13/2025, 11:46:32 AM No.105890006
>>105889396
>(final meshspace transform of bone) * (inv meshspace bind pose of bone).
That's just the retarded convention that GLTF uses because it's slightly easier when you can't don't do any precomputation. I would never do it that way in a game engine. The transform of the bones is the bind matrix, so the inverse of the inverse bind matrix.. stupid right?, and you want the vertices in local space so you don't have to do an extra matmul on every vertex for no benefit at all. If you want muh T-pose then you just replace the skinning matrix with the inverse of the inverse bind matrix and you got the tpose. One vertex One matrix.
Anonymous
7/13/2025, 12:00:02 PM No.105890069
1722549258095430
1722549258095430
md5: a41363e12fd7e37bb18fb6279471a15d๐Ÿ”
Anyone else coding in C++ implemented their own Linq/range-views system for their game? I did. The syntax is marginally better than std::ranges::views, but it's kinda cursed and abuses templates for filtering and transforming containers
It seems pretty fast so far though, both in terms of filter/transform view construction and view iteration
Replies: >>105890266
Anonymous
7/13/2025, 12:36:03 PM No.105890266
>>105890069
Usecase?
Anonymous
7/13/2025, 1:55:12 PM No.105890748
Help me step bro I'm stuck.
I dont know what to do anymore.
Give me 5 game dev related projects right fucking now.
I'll be using C shart for this because I'm pretty comfortable with it.
Replies: >>105890778 >>105891363
Anonymous
7/13/2025, 2:01:50 PM No.105890778
>>105890748
arkanoid, pong, space invaders, snake and 2048
Anonymous
7/13/2025, 3:41:36 PM No.105891363
>>105890748
1) progress/loading bar
2) player class and functions to modify it
3) save system
4) parser for your save files
5) 2D renderer
Replies: >>105891420
Anonymous
7/13/2025, 3:49:15 PM No.105891420
>>105891363
>1) progress/loading bar
your game is shit if you need this
Replies: >>105891495
Anonymous
7/13/2025, 4:02:35 PM No.105891495
>>105891420
It's an exercise. Almost every game has some kind of loading or progress bar so it's something very useful to make if you haven't done it before.
Replies: >>105891549
Anonymous
7/13/2025, 4:10:17 PM No.105891549
>>105891495
Good games load instantly.
Replies: >>105891613
Anonymous
7/13/2025, 4:18:21 PM No.105891613
>>105891549
Nobody cares. It's an easy game-related exercise that everybody can complete. Every AAA game has a loading bar so it's an undoubtedly useful thing to have done once.
Load game -> progress bar
Use ability in an rpg? -> progress bar
Build a building in a strategy game? -> progress bar
Reload in a shooter? -> progress bar (sometimes)
Mine some block in Minecraft? -> progress bar
Craft some resource in an MMO? -> progress bar
Any type of stamina system? -> progress bar
I could go on.
Replies: >>105891636
Anonymous
7/13/2025, 4:21:40 PM No.105891636
>>105891613
every AAA slop is trash that takes longer to load than I can make a woman cum, and that's impressively low bar
Replies: >>105891662
Anonymous
7/13/2025, 4:25:38 PM No.105891662
>>105891636
How would you feel if you didn't have breakfast today?
Replies: >>105891697 >>105891880
Anonymous
7/13/2025, 4:26:40 PM No.105891671
Don't reply to the psycho troll
Anonymous
7/13/2025, 4:29:26 PM No.105891697
>>105891662
I'd feel amazing because I'm trying to lose weight and forget to skip it.
Anonymous
7/13/2025, 4:56:36 PM No.105891880
>>105891662
My progress bar would be stuck at zero.