t. pogeet
!!b2oSUmilA2N
9/6/2025, 7:08:36 AM
No.106498844
>>106512772
>>106550151
/gedg/ - Game and Engine Development General #302
lossless scaling 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 :
>>106467928
Alternative titles:
"I'm a retarded pajeet who recommends API validation layers as profilers" edition
"I'm a retarded pajeet who calls over people noobs over my own incompetency" edition
"I'm a retarded pajeet who can only spam links to the first thing I find on google" edition
>>106498903
"I'm a retarded pajeet who thinks you have to rewrite your game engine 4 times over because 'PBR'" edition
t. pogeet
!!b2oSUmilA2N
9/6/2025, 7:26:19 AM
No.106498925
>>106498903
>>106498909
hahaha
alright, i'll just die and let you all seethe peacefully.
Anonymous
9/6/2025, 7:42:28 AM
No.106498991
>>106499022
>>106498903
>>106498909
Don't be taking beefs across multiple editions of a thread it's cringe.
Can't we just discuss something everyone agrees on: Entity component systems.
Anonymous
9/6/2025, 7:51:07 AM
No.106499022
>>106498991
>oi vei stop noticing
>oi vei that was yesterday, the day before, last week, last month, and last year.
>i cant be held accountable anymore because that isnt very nice
No. Being a cringe pajeet namefagging just to be a complete moron all the time gives everyone the right to shit up the thread.
t. pogeet
!!b2oSUmilA2N
9/6/2025, 9:50:24 AM
No.106499677
>>106501265
>>106508790
>>106498903
>>106498909
I really wanted to die but the last thing I want is the guy who called me "obnoxious stinky street shitting retard" pin everything he could on me. I know you are the samefag, no wonder the pattern was very similar.
>who recommends API validation layers as profilers
yes, as explained in
>>106498745
>validation layer with custom logger callback is the simplest way to profile vulkan code.
if you don't agree, you should have said so, but no, you motive is clearly something else.
>who calls over people noobs over my own incompetency
I've only called one person a noob and it was the guy who claimed "Nobody is implementing novel shit though they're all making my first renderer" and also said "im probably the only person here who has actually made an engine instead of giving up after implementing half a renderer". He was so haughty that he deserved to be called as such and I did.
Yeah, we can say that's due to my incompetence, if it makes calms down your rage.
>who can only spam links to the first thing I find on google
I got the trip but you got anything to back your claim other than "trust me bro!"
>who thinks you have to rewrite your game engine 4 times over because 'PBR'" edition
no, I don't. I never said everyone has to rewrite their game engine several times.
The only time I said anything close to that was when I was being sarcastic to an anon who was acting very haughty and said they always write perfect code right from the start and everyone should do the same or else they aren't gonna make it. You can check, its like only a couple threads old.
You clearly don't care about the context or correcting me.
The only thing you care about is taking me down completely with anything you could possibly do and I don't even have to wonder why.
Keep coping.
Anonymous
9/6/2025, 10:16:45 AM
No.106499819
>>106499834
now that gamedev is dead, why do we keep doing it again?
t. pogeet
!!b2oSUmilA2N
9/6/2025, 10:20:12 AM
No.106499834
>>106499819
the use case for a game engine dev extend beyond just game dev so it makes not pointless.
UE5 was used for mandalorian for doing real time vfx without using a green screen.
Apart form the vfx industry, scientific simulation, automobiles and robotics can make heavy use of game engines in their workflow.
Anonymous
9/6/2025, 1:09:05 PM
No.106500776
>>106499677
I'm still the only guy in this thread who has made an engine
Anonymous
9/6/2025, 3:06:14 PM
No.106501480
>>106501491
>>106501265
What about your game?
Anonymous
9/6/2025, 3:07:24 PM
No.106501491
>>106501480
I've made some games too but not on my own engine
Anonymous
9/6/2025, 3:21:27 PM
No.106501575
I've just realized a feature I implemented was a bad idea all along and now I'll have to remove it. Hate it when it happens.
so whats the best option for fast neighbor search in 3d? Octree? Sparse hierarchical grids? Some kind of graph structure? I have spend a week now reading that shit up still have no fucking idea also reading CS academia papers makes my head hurt.
Anonymous
9/6/2025, 3:30:49 PM
No.106501639
>export mesh as OBJ
>s 0
>look it up "smooth groups"
Wtf are they do I need them?
Anonymous
9/6/2025, 3:39:03 PM
No.106501704
>>106501638
That depends on how your objects are laid out
Octree is the best general case, but if you have objects that are of regular size or spacing then grids start to become more efficient
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:02:45 PM
No.106501891
>>106501913
Anonymous
9/6/2025, 4:04:49 PM
No.106501913
>>106501964
>>106501891
post your work, you wont
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:10:06 PM
No.106501964
>>106501986
>>106501913
true
My previous work would totally dox me so I can't share it so I can only share any new stuff I create from now on and I won't be doing anything computer graphics related other than a vector renderer so I might post it but that's it.
But hey, Froggy's om well qualifies as a game engine and that alone makes him not the only guy in the thread who has made an engine.
Anonymous
9/6/2025, 4:12:31 PM
No.106501986
>>106502050
>>106501964
yeah im sure all your projects have been publically released so you cant post any of them
Anonymous
9/6/2025, 4:17:09 PM
No.106502013
>>106501638
Cascading grids are usually better for GPU.
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:21:06 PM
No.106502050
>>106502062
>>106501986
>have been publically released
some are commercial. 2 to be exact.
Not game dev but it does include compute graphics shit and they happen to be the big ones in my career. I don't care about the public shit, its totally shit but I can't compromise the commercial ones for until two more years, as per the contract so yeah, I can't share my past computer graphics work but I sure can share ones I'll do from now on.
>>106502050
yeah you're a big shot software developer who's never written a private project he can show online cause hes just too busy
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:23:36 PM
No.106502072
>>106502062
kek.
I love british humour.
no, obviously.
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:36:33 PM
No.106502173
>>106502221
>>106502281
>>106502062
to clarify, I'm only here to not loose touch of my game dev experience.
I'm planning to pick a career in bioinformatics and am working on it during most of my free time, there's so much terminology to cover. I don't have time to work on an entire game engine right now. I already made a bare-bone prototype in C once, it wasn't hard but it was very time taking and I don't want to go down that rabbit hole again right now.
Anyway, point still remains that there isn't only one guy(excluding me) who made an engine.
Anonymous
9/6/2025, 4:40:49 PM
No.106502221
>>106502230
>>106502173
Are you brown or asian?
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:42:18 PM
No.106502230
>>106502267
>>106502221
If you are my skin tone then its light yellow.
If you are asking as per the 'murican standards then its brown.
so, I don't know the answer.
Anonymous
9/6/2025, 4:45:08 PM
No.106502267
>>106502275
>>106502230
I didn't expect an answer. Thanks, Homer Simpson.
t. pogeet
!!b2oSUmilA2N
9/6/2025, 4:46:20 PM
No.106502275
>>106502267
>Homer Simpson
>>106502173
ok maybe i should clarify I'm the only person who made a 3D engine because I've seen some from scratch 2D games in here
I guess the shop guy's game was kind of 3D but pretty limited in that regard, he's also not here anymore
Anonymous
9/6/2025, 4:49:38 PM
No.106502299
>>106502312
>>106502281
I made a 3D engine about 2 decades ago. I think it's silly to act like you're the only one here who's "done something". I just use godot because I don't care about developing my own engine anymore due to the time sink it is.
Anonymous
9/6/2025, 4:51:42 PM
No.106502312
>>106502299
Most people when they make an "engine" just make a renderer and that's it, that's like 1/4 of a game engine, a full game engine includes a content pipeline
not even saying it to brag it's just boring reading about people following the vulkan tutorials for the 100th time
>>106502281
Did you do something novel? That's the point of making engines at all. The last cool novel thing about 3D engines I've heard was the PS4 Dreams engine, which was based around 3D signed fields.
Anonymous
9/6/2025, 4:52:43 PM
No.106502324
>>106502340
>>106502317
I did several novel things but they weren't rendering related
>>106502317
The modified lumberyard engine for Star Citizen is pretty impressive. The massive seamless world system is pretty cool. I guess No Mans Sky did something similar but they used procedural generation and it's not really online.
Anonymous
9/6/2025, 4:54:58 PM
No.106502340
>>106502324
Okay, that's good enough.
Anonymous
9/6/2025, 5:33:49 PM
No.106502675
>>106510394
Anyone use a visibility buffer approach instead of a traditional deferred pipeline. The tldr is you write the triangle and object id to the display. Then when shading you can just do vetex pulling to get all the info you need. The advantage is you need less memory bandwidth. I'm going to try it. I like experimental techniques
Anonymous
9/6/2025, 6:45:11 PM
No.106503420
>>106502317
>Did you do something novel? That's the point of making engines at all.
Does this guy actually believe himself
Anonymous
9/6/2025, 9:38:06 PM
No.106505254
>>106505626
>>106502336
Yeah, that was pretty amazing. But they haven't made a game with it yet, have they?
Anonymous
9/6/2025, 10:21:42 PM
No.106505626
>>106505254
>But they haven't made a game with it yet, have they?
What year is it? The game works just fine. Well fine enough if you can even run it.
Anonymous
9/6/2025, 10:59:26 PM
No.106506003
>>106506075
My code is working, but it's using a division by zero. Should I be worried or should I just leave it as it is?
Anonymous
9/6/2025, 11:06:43 PM
No.106506075
>>106506003
just leave it
Anonymous
9/7/2025, 1:16:49 AM
No.106507092
>>106507161
I have to smash grok code fast 1's head into the wall several times, but the retard eventually gets the job done, and everything it has implemented so far would have been done at least 2x faster if I just learned to do it manually, however I refuse to do this, thank you
Anonymous
9/7/2025, 1:30:26 AM
No.106507161
>>106507092
you understand the code. though, right?
t. pogeet
!!b2oSUmilA2N
9/7/2025, 4:08:23 AM
No.106508346
>>106513673
>>106537266
Anonymous
9/7/2025, 4:13:02 AM
No.106508381
im a toody dev, do I look like I know what a "mip-map" is?
Anonymous
9/7/2025, 5:19:51 AM
No.106508782
>vertex pulling shader works perfectly with vulkan but the d3d12 version never increments SV_VertexID so every triangle gets written to the same location.
what the shit Microsoft!?
Anonymous
9/7/2025, 5:21:02 AM
No.106508790
>>106508805
>>106499677
>>who recommends API validation layers as profilers
>yes, as explained in >>106498745
>>validation layer with custom logger callback is the simplest way to profile vulkan code.
>if you don't agree, you should have said so, but no, you motive is clearly something else.
Is this retarded pajeet seriously conflating command recording with GPU event timestamps? LOOOOOOOOOOOOL
>>106502062
>he still wont post a single example of his word despite calling everyone noobs
This spazoid deserve to get bullied out of his own thread
Anonymous
9/7/2025, 5:23:09 AM
No.106508805
>>106508790
dont even bother arguing with him he'll just spam bullshit until he's tired, he's never wrong in his own head
t. pogeet
!!b2oSUmilA2N
9/7/2025, 8:11:57 AM
No.106509673
>>106510260
>>106513547
hm...
Seems like its about time I posted some progress. Looks like I lost all credibility because of not doing so.
No big deal, I can post something within a day or two if I focus now.
Anonymous
9/7/2025, 10:13:58 AM
No.106510260
>>106510299
>>106509673
>needs to desperately come up with something having called everyone else noobs and no-devs
>"looks like i lost all creditability"
You've never done a single thing besides spam links. You even called yourself a master of nothing. Rushing your first hello world isn't going to change a single god damn thing. Might I recommend going back to asserting profiling is the same as API logging, that'll help everyone understand where we're at.
Anonymous
9/7/2025, 10:16:55 AM
No.106510272
>>106502336
>I guess No Mans Sky did something similar but they used procedural generation and it's not really online.
Online play has nothing to do with anything. At most a server can cache the world, but that's it. procedural =/= cryptographically secure randomness
t. pogeet
!!b2oSUmilA2N
9/7/2025, 10:22:16 AM
No.106510299
>>106518359
>>106510260
>Might I recommend going back to asserting profiling is the same as API logging, that'll help everyone understand where we're at.
There's nothing new to say even if we go back though.
well, my loggers have timestamp and its the most simplest way(might also be the dumbest but it works) to set up a profiler for vulkan code.
Anonymous
9/7/2025, 10:39:59 AM
No.106510394
>>106502675
You need to write your own derivatives with vis buffer
t. pogeet
!!b2oSUmilA2N
9/7/2025, 2:25:43 PM
No.106511645
>>106512355
alright. I'll be off work and soon will start working on the vector renderer after dinner
The last time, I left off at vulkan blank screen and been going through SVG docs since then. Getting primitive shapes done along with gradients shouldn't take long.
Anonymous
9/7/2025, 4:09:31 PM
No.106512355
>>106512672
>>106511645
Is it supposed to be a realtime renderer? And why make your own instead of using a library? SVGs could be very expensive to render in a tight frame window
Anonymous
9/7/2025, 4:29:17 PM
No.106512487
>>106512492
Ctesiphon is good, I never felt lost even though I'm not really into FPS games. One of a couple 3D games that runs over 60 fps on my 10-year old laptop too. The enginedev work pays off, very cool.
Anonymous
9/7/2025, 4:30:32 PM
No.106512492
>>106512487
Sorry. I meant to post this on /agdg/, but I guess it's tangentially related since the game is made from scratch.
t. pogeet
!!b2oSUmilA2N
9/7/2025, 4:56:55 PM
No.106512672
>>106513391
>>106512355
>Is it supposed to be a realtime renderer?
yes
>And why make your own instead of using a library?
why else? they're shit. Also, the game in OP picrel could really use one. The art is so good...
There aren't any that are useful for video games and all the good vector graphics libraries run almost completely on CPU, that's how hard solving path winding parallelly is.
Believe it or not, we can do realistic graphics and path tracing in 3D but still couldn't do real time vector games with fancy coloring.
>SVGs could be very expensive to render in a tight frame window
yes, after going through docs, I figured out exactly what operations are expensive and came up with a very feasible solution but it requires the artist to draw their art within my engine. I can hopefully fix this in the future by generating good vector art from raster images or importing from other vector file formats but I'll leave that as a though for now, or maybe forever, for my own good.
The implementation is to not compute SVG for every frame. Its to let the engine generate buffers from static vector assets that will be "push-and-present" simple and introduce metadata into dynamic vector assets for faster computation. It'll take a while to implement and execute this idea will take a while but it'll be fun and can totally render vector graphics in real time.
Anonymous
9/7/2025, 5:11:36 PM
No.106512772
>>106512992
>>106498844 (OP)
having trip off when making the thread so people who filter trips can still see it and to avoid drama is 4chan 101 guys. come on.
t. pogeet
!!b2oSUmilA2N
9/7/2025, 5:33:45 PM
No.106512992
>>106513184
>>106513355
>>106518359
>>106512772
yeah, don't worry.
I won't be making threads anymore.
If I get explicit, I get called out as "you type so much but got so little to say".
If I simply redirect to links instead, I get called out as "you spam links" yet no such instances acutally exist.
If I respond to one anon, the other anons who don't get the context and have absolutely nothing to do with it come at me with all their might.
And I'm a piece of shit myself so I don't get to talk about it.
Anyway, no matter what I do, shits here are hell bent on getting back at me so its about time I disappeared form here and chilled peacefully.
Anonymous
9/7/2025, 5:36:44 PM
No.106513020
RIP /gedg/
Anonymous
9/7/2025, 6:00:35 PM
No.106513184
>>106513719
>>106512992
>could avoid ALL the drama by turning off his trip
>would rather just bail completely (will be back after 2 days anyway)
The essence of a tripfag.
this shit has the best looking dof i've seen
Anonymous
9/7/2025, 6:04:37 PM
No.106513220
>>106513259
>>106513186
Too bad the engine wasn't used to make an actual game. Unfortunate.
>>106513220
what kind of cope is this lol
Anonymous
9/7/2025, 6:10:12 PM
No.106513266
>>106513259
Cope for what? It's a pretty engine showcase. It's not a game.
Anonymous
9/7/2025, 6:19:17 PM
No.106513345
>>106513259
He's right. It's a fancy map maker.
Anonymous
9/7/2025, 6:19:57 PM
No.106513355
>>106512992
It's just shitposting, anon. I appreciate you bumping the threads while I'm busy agonizing over bugs.
Anonymous
9/7/2025, 6:21:29 PM
No.106513366
>>106513186
Claymation simulator, neat
Anonymous
9/7/2025, 6:23:52 PM
No.106513391
>>106513719
>>106512672
Not sure I understand your approach. If you're just caching the vectors and not solving svgs at realtime then you can simply cache them as SDFs or MSDFs.If you want better outlines your can render the curves separately too, that's a much easier task than filled paths. I guess I'm confused if you're making a renderer that knows what SVGs it needs to render ahead of time or one that can take in an arbitrary path and render it in a single frame, those are very different problems
Anonymous
9/7/2025, 6:43:49 PM
No.106513547
>>106513719
>>106509673
Damn~ It seems my credibility is at stake- I will have to go all out this time!
Anonymous
9/7/2025, 6:50:42 PM
No.106513615
>>106514426
Any other anons playing with SDL3_GPU? It seems like using shadercross is a hard requirement, I get random bugs and weird issues when I try to go from Slang -> DXIL or Slang -> SPIR-V directly. Don't really want to write all my shaders in HLSL but seems like the only way.
Anonymous
9/7/2025, 6:57:33 PM
No.106513673
>>106508346
he may be right, but PNGs are good enough for me, and I already support them in my toolkit. I guess I just don't care.
t. pogeet
!!b2oSUmilA2N
9/7/2025, 7:02:21 PM
No.106513719
>>106516322
>>106518359
>>106518430
>>106513184
I just won't be as active anymore and won't partake in creating new threads was what I meant.
>>106513391
look at my reply for this
>>106475801
OP picrel dev already experimented with SDFs and started facing their downsides. Real time SDFs are expensive as well and generating textures for it is one pain but dealing with colors over those generated SDF textures is another huge pain. There is a reason why text on 4code text editor feels good but sucks at the same time. All the font is rendering using SDF and reading non-latin characters won't be pleasant for a long time. They are good but they have their down sides.
>If you're just caching the vectors
no, I'm not. I'm storing them as a completely different, engine specific, file format that the engine will directly feed the GPU which uses compute shader to spam vertices and presents it without any path-filling bs. Its like my engine's version of glTF for dealing with the vector data.
>those are very different problems
yes, no wonder you seem confused.
Let me put it this way.
Video games assets are either static or dynamic, usually defined by the physics engine. The engine will generate buffers for all the static data(which will be a final buffer(s) that has all the path calculations and filings already compute) and introduces metatdata to computing winding numbers of dynamic art assets in real time. I'm not sure what parameter to deal with here and for several more reasons, the art needs to be done within the engine itself so that I could save myself some sanity. Vector file format interoperability is no joke.
TLDR: avoid re-calculating paths whenever you could, especially if they don't change at all and make it easier to calculate paths that could change during the gameplay.
>>106513547
not like that but yeah, its really not good if I don't post any progress at all.
Though I don't value shit like progress and only care about the end results, if /gedg/ needs progress, I gotta respect that and play along.
Is a Minecraft clone really the ideal beginner project for game dev?
Anonymous
9/7/2025, 7:51:58 PM
No.106514190
>>106514639
>>106513995
Literally the worst option. you have to make mesh from a bunch of voxels, chunking, etc. Make a simple arcade game or something
Anonymous
9/7/2025, 8:04:45 PM
No.106514309
>>106514639
>>106513995
no, try pong or tetris
Anonymous
9/7/2025, 8:17:30 PM
No.106514426
>>106513615
I played around with SDL GPU a while ago. I remember there was a basic bug in the uniform code for the d3d12 backend that I had to patch myself. Looking at the source now it seems that they've fixed it.
I ended up dropping it anyway because there was some stuff I wanted that it doesn't support for portability reasons.
Anyway, sorry for rambling, but long story short I was writing my shaders in HLSL.
Anonymous
9/7/2025, 8:37:33 PM
No.106514639
>>106513995
It's a decent one especially if you're aiming for 3D, it's non-trivial but relatively simple, at least if you're going for Notch Minecraft no idea what has happened to it since the early days.
>>106514190
>you have to make mesh from a bunch of voxels, chunking, etc.
This is easy, you don't even need to use marching cubes (or better, dual contouring) since it's just cubes and you don't care for smooth mesh generation.
>>106514309
These can't even be called a project.
Anonymous
9/7/2025, 8:58:30 PM
No.106514842
>>106515102
d3d12 has bad reputation, because people often compare it with vulkan, but it's actually very simple, straightforward API.
the cool thing about d3d12 is that it uses pointers for dynamic buffer and descriptor writes/bindings, and it's actually removes a lot of resource management and binding ceremony from API.
Anonymous
9/7/2025, 9:10:52 PM
No.106514943
>>106513186
are they using some kind of sdf/bricks thing?
t. pogeet
!!b2oSUmilA2N
9/7/2025, 9:10:53 PM
No.106514944
stole color picker design from blender. Color correction is off but that's pretty much it for the time being.
Anonymous
9/7/2025, 9:12:25 PM
No.106514959
>>106513995
simple noita clone. Its small enough that you can keep it in your head and you won't have to read retarded papers on voxel shit.
t. wasted weeks reading papers on voxel shit and nothing works for real time games on toasters.
Anonymous
9/7/2025, 9:26:32 PM
No.106515102
>>106514842
>it uses pointers for dynamic buffer and descriptor writes/bindings
vulkan has that through extensions
>>106513719
I'm going to keep it real with you, I've developed a realtime SVG renderer myself and I think you're in it for the wrong reasons. It's not an easy task and everything you've shown me so far is achievable with SDFs. I hope you're aware SDFs do not need to have blurry edges, you can guarentee pixel-perfect antialiasing by using the pixel's derivative (ddx / dfDx) in your fragment shader. As far as fidelity, use multi-channels SDFS (MSDFs), which can have sharp features, and generate an atlas. I promise you will not have fidelity issues.
If you're really committed to having dynamic SVGs that are evaluated at runtime, I still don't see why you need the winding order for anything that you've shown me. The winding order is really only necessary for handling self-intersecting paths, for the paths you've shown me your results could be achieved by caching the roots of the curves which comprise your path with respect to an axis, like the y axis, then using them to render the filled path in a fragment shader. You could use this to have a unified rendering system between dynamic and static svgs, as you would only update the cache when a path changes and needs to be reevaluated. I strongly suggest you consider this before messing around with vertices and winding orders.
>>106516322
Yeah, I'm not sure if this is going to work. There's no way a shader that draws from SVG data can outperform a shader that simply draws a plain SDF texture. From my experience, shaders are fastest when you do everything in the simplest way possible, there's no magic shortcut.
Maybe he'll get something out of creating an SVG editor, because that does sound pretty goddamn cool, but I doubt that will work for real time applications, ie. a game.
Here's another test with the "SDF" filter (it's more like a sharpening filter). Note how well it works for a flatcolor drawing. It would work for a game in which the artstyle is based around thick outlines and flatcolors (ie. Hollow Knight). I'm not going to use it because it does not fit the style of my game, but it's good enough.
Anonymous
9/8/2025, 2:53:30 AM
No.106517684
>>106517741
anyone else write better shaders when they're drunk?
t. pogeet
!!b2oSUmilA2N
9/8/2025, 2:57:52 AM
No.106517721
>>106517805
>>106520719
>>106516322
>I still don't see why you need the winding order for anything that you've shown me
I literally only worked on it for around 4 hours
Setting up circles, rectangles, quadratic and cubic bezier curves along with a color picker was all I did. I didn't implement the core things yet. There is a reason why I said it'll take around a month. What you saw is literally me just starting out.
>then using them to render the filled path in a fragment shader
that's bad for performance, I won't be doing that, look at picrel. I'm totally relying on compute and vertex shader for almost everything and relying on fragment shader only for accurate colors.
>update the cache
I'm not caching anything. I specifically mentioned that in the post you are replying to.
>>106516322
looks like you didn't understand my previous post well
I mentioned >I'm storing them as a completely different, engine specific, file format
that means once the vector data enters my engine, its not an "SVG" data anymore. All vector data is stored(could also be translated first) in engine specific format, designed for giving high performance to the engine. The key term here is "stored", not cached. Whenever you "cache" something, it only persists for a short while on the CPU. But game assets are "stored" on the disk for use later as well.
You first need to understand that I'm not relying on fragment shader to display the vector data. If you think I'm doing that then it makes sense why you are thinking like that.
I previously mentioned >The engine will generate buffers
key term here is "buffers" and these are literally the vertex buffers and compute buffers(used in some cases). That means, ts just a matter of loading these buffers on GPU's device local memory and providing it to the shader. Things can't get any faster than that.
>It would work for a game in which the artstyle is based around thick outlines and flatcolors
nope. SDFs are simply not meant for art work.
Anonymous
9/8/2025, 3:01:07 AM
No.106517741
>>106517819
>>106517684
No, when I'm drunk I start doing really stupid shit and come back the next day baffled at what I was thinking. I'm better off sticking to art while drunk.
Anonymous
9/8/2025, 3:11:06 AM
No.106517805
>>106517890
>>106517721
Okay, then, you seem like you know what your doing.
Anonymous
9/8/2025, 3:12:32 AM
No.106517819
>>106517741
for me a (small) amount of alcohol makes me pierce the analysis paralysis issue and I will just implement whatever works and keep going. It's not sustainable to be buzzed everytime I work on the project though. Not trying to get Cirrhosis
Graphics APIs are like assembly.
How do we get to high-level languages.
t. pogeet
!!b2oSUmilA2N
9/8/2025, 3:25:09 AM
No.106517890
>>106517805
It took me a while to come up with this solution after going through SVG docs for a long time, gotta see.
I'll also be working on an in-engine vector editor(got no other choice, writing a full SVG format compliance importer is too daunting and other vector file formats like AI, Cdr are not any simpler in terms of complexity) and it also won't be relying on fragment shader.
All the brush strokes displayed will literally be a bunch of varying sized circles generated as per the pressure of the pen(or pencil) of the tablet and later. This need to be implemented in a more thoughtful manner but this is basically how most unlimited-zoom painting apps work under the hood. That user drawn vector image will later be triangulated and stored by the engine as an efficient, ready-to-be-rendered buffers. It'll take a while to get all that right, hence around a month.
Anonymous
9/8/2025, 3:27:54 AM
No.106517908
>>106518381
>>106517876
use an engine
>>106510299
>There's nothing new to say even if we go back though.
>well, my loggers have timestamp and its the most simplest way(might also be the dumbest but it works) to set up a profiler for vulkan code.
LOOOOOL this pajeet is still doubling down over recording API timestamps as a form of GPU profiling.
>>106512992
>If I get explicit, I get called out as "you type so much but got so little to say".
You're shit at communicating
>If I simply redirect to links instead, I get called out as "you spam links" yet no such instances acutally exist.
You cannot describe nor assert anything. You have a toddlers understanding of everything and then post the first link you found on google to back up your babble.
>If I respond to one anon, the other anons who don't get the context and have absolutely nothing to do with it come at me with all their might.
Let me fix that for you: "if i respond to a question with bad information, somebody is bound to shit on my fucktarded answer, to which my jeet brain starts freaking out with strawmans and ad hominem"
>And I'm a piece of shit myself so I don't get to talk about it.
"wtf why have i lost all respect" "why are people taking the piss out of me"
>>106513719
>Video games assets are either static or dynamic, usually defined by the physics engine. The engine will generate buffers for all the static data(which will be a final buffer(s) that has all the path calculations and filings already compute) and introduces metatdata to computing winding numbers of dynamic art assets in real time. I'm not sure what parameter to deal with here and for several more reasons, What the fuck are you on about? Why yes my shaders are a product of physic steps. Same for my mtls. Fuck off
You are the embodiment of why we call AI "Actually Indian". Except an LLM isn't going to start sperging out, calling everyone a "noob". Piss off you worthless nametripfagging retard. Everytime you're the OP the thread starts to stinks of street shit
Anonymous
9/8/2025, 4:35:38 AM
No.106518371
>>106518359
>sons, What the fuc
***
>>sons,
>What the fuck are you on about
missed a new line
Anonymous
9/8/2025, 4:36:29 AM
No.106518381
>>106517908
Not interested.
Anonymous
9/8/2025, 4:43:55 AM
No.106518430
>>106518469
>>106513719
>if /gedg/ needs progress, I gotta respect that and play along.
People are shitting on you because you constantly talk about things you don't understand, stop doing that and they'll stop shitting on you, simple as that
t. pogeet
!!b2oSUmilA2N
9/8/2025, 4:48:41 AM
No.106518469
>>106518488
>>106518359
>>106518430
>multiple posts pop up back-to-back, implying its the same fag
>because you constantly talk about things you don't understand
yeah, right. its always my fault so I better stop talking altogether.
It actually doesn't matter even if I stop doing that because its something else entirely.
Anonymous
9/8/2025, 4:51:06 AM
No.106518488
>>106518663
>>106518469
Not the same guy
Stop playing the vicitm and acting all woe as me. You are at fault because you talk about things you don't understand. Then when you're called out on it you double down and make it worse for yourself. If you didn't do this people wouldn't be mad at you
t. pogeet
!!b2oSUmilA2N
9/8/2025, 5:16:44 AM
No.106518663
>>106518683
>>106518943
>>106518488
>Stop playing the vicitm and acting all woe
I'm not.
The fact is, all my haters have got nothing concrete to pin against me apart from my recent post about using validation layer for profiling, which could have been totally avoided if I bothered to type but I didn't because I was lazy, so its like I bought this upon myself.
>Then when you're called out on it you double down and make it worse for yourself
if we take the most recent one,
>>106516322
>I'm going to keep it real with you, I've developed a realtime SVG renderer myself and I think you're in it for the wrong reasons
I'll need more than the 2k limit to clear up this kind of misunderstandings from happening in the first place.
The thing prior to this would be late polling and that really reduces latency, though most might not agree with me, it really does.
>If you didn't do this people wouldn't be mad at you
I really would love to believe that but that isn't the case. Its much more than that. Its literally Chris Pratt's "but you fuck one pig" joke.
I won't be replying from on, not because I'm a victim but because I got other, better things to do.
Anonymous
9/8/2025, 5:19:45 AM
No.106518683
>>106520461
>>106518663
There are countless instances of you saying something unfounded and dumb and then getting mad and defending yourself when getting called out on it. Countless. If you don't want to annoy people, stop doing it
Anonymous
9/8/2025, 5:28:13 AM
No.106518732
>>106518951
since when can imgui do this wtf
>>106518663
>my recent post about using validation layer for profiling, which could have been totally avoided if I bothered to type but I didn't because I was lazy
You doubled down 3 to 5 times across 2 threads. Is that what we define as laziness now?
>its always my fault so I better stop talking altogether.
>to clear up this kind of misunderstandings from happening in the first place.
>so its like I bought this upon myself.
>not because I'm a victim but because I got other, better things to do
Ego-meltdown. Kill yourself you disingenuous fuck
>>106352850 (archived)
>>>106349807
>>how knowledgeable you are about some stuff
>nah, I'm just your typical jack of all trades, master of none.
>After believing that programming was a mistake, I started learning biology for a career switch. Gotta see.
Fuck off back to your fake woman science. You larping as a dev was a mistake, correct.
Anonymous
9/8/2025, 6:07:19 AM
No.106518951
>>106518732
That OS is called Windows for a reason... everything is a ~~toolkit widget~~ window. Or, at least it was.
t. pogeet
!!b2oSUmilA2N
9/8/2025, 11:49:01 AM
No.106520461
>>106520469
>>106521351
alright, this is the last reply.
>>106518683
First off, there is no one right way to do things. If we take my recent late polling take, one can poll for input first or do it at last, its more like personal preference and doing any other way than the conventional polling for input first doesn't mean its inherently wrong.
I'm not intolerant towards the existence of other's opinions, unlike most of /gedg/
>>106518943
>Is that what we define as laziness now
I was lazy about that particular topic then because it was almost morning and I was very exhausted. I'm not gonna use it as an excuse though. I should have put the effort and its my fault for not doing so.
>>nah, I'm just your typical jack of all trades, master of none.
yes. I'm reaching 30s and I still don't a field I excel at so I consider myself a master of none. That doesn't mean that I'm absolutely skill-less, as you are making it out to be.
don't look to much into archives, you might end up finding some instances of me admitting I was wrong.
Anonymous
9/8/2025, 11:50:29 AM
No.106520469
>>106520568
>>106520461
It's not a question of different opinions, it's about you posting stuff that is straight up wrong and then defending yourself instead of admitting it
Anonymous
!!b2oSUmilA2N
9/8/2025, 12:09:47 PM
No.106520568
>>106520585
>>106520763
>>106521325
>>106520469
then the way I view it is either it was a clash of opinion or the other party hasn't conveyed me well enough to change my point of view about the topic.
I'm probably the only retard here who goes an extra mile to make things clear.
The only time when I deliberately didn't back down was when the hot-reaload retard popped up. He didn't believe anything I said, Froggy had to say the same again and again to get it through him and finally concluded that nobody hears knows anything about hot-reload. I accidentally got mad at a boomer anon because another completely unrelated anon meddled in and confused the entire topic. Though I was partially at fault for not choosing my wording correctly, I deliberately acted that way during that incident.
Apart from that one time, I never intentionally doubled down.
Anonymous
9/8/2025, 12:11:58 PM
No.106520585
>>106520671
>>106520568
Who cares how you view it? Sounds like you have narcissism. All you do is make excuses, you lack the ability to criticize yourself and don't care about lying (because you often lie to defend yourself)
t. pogeet
!!b2oSUmilA2N
9/8/2025, 12:24:35 PM
No.106520671
>>106520684
>>106520585
>Who cares how you view it?
exactly what I meant by
>I'm probably the only retard here who goes an extra mile to make things clear
replying with "eat shit" is what /g/ is good at
>All you do is make excuses
no, I don't. You are hearing this because the situation demanded and its only two of them. If anything, I hate creating a drama out of this so I'll just be yeeting after this topic dies.
I don't expect you to understand me but when I everything get pinned on me baselessly, its the least I gotta do.
>lack the ability to criticize yourself
yeah, right. tell that to
>>106518943 who's been constantly spamming me with "master of none" just because I used it to define myself once.
>don't care about lying
I'd really appreciate it if everyone could put more effort into making their point instead of forcing it onto others, especially the conventional ones.
Anonymous
9/8/2025, 12:26:42 PM
No.106520684
>>106520763
>>106520671
I've seen you in at least 20 arguments and you always lie and make excuses, "by X I meant Y" when Y is completely different to X, all to save face
You act like you're innocent and you're just trying to have a conversation, but you are not innocent, you make shit up and that annoys people. You think you can hide this by bluffing but anyone who knows what they're talking about can see right through it
Anonymous
9/8/2025, 12:31:10 PM
No.106520719
>>106520763
>>106522809
>>106517721
>that means once the vector data enters my engine, its not an "SVG" data anymore. All vector data is stored(could also be translated first) in engine specific format, designed for giving high performance to the engine. The key term here is "stored", not cached. Whenever you "cache" something, it only persists for a short while on the CPU. But game assets are "stored" on the disk for use later as well.
God you are dense. I don't know how you could read my post and think it was a semantic argument about the vector format you're using. I am going to stop giving you advice since it's flying right over your head.
>It would work for a game in which the artstyle is based around thick outlines and flatcolors
>nope.
You realize I already recommended you render the outlines separately, right? Drawing curves to the screen is a very efficient and easy task and can be combined with SDFs
>SDFs are simply not meant for art work.
You are an uncreative dolt. There are no rules in graphics programming, only tools.
t. pogeet
!!b2oSUmilA2N
9/8/2025, 12:40:03 PM
No.106520763
>>106520806
>>106520866
>>106522809
>>106520684
>but you are not innocent
I never said I was. You can find proof in
>>106520568
>you make shit up and that annoys people
like?
the most recent
>>106516866 was calling me out as the same and we exchanged our views about the topic.
That wasn't always the case because unlike
>>106516866, a typical /gedg/ fag usually doesn't put that much effort into making their point and just forces their opinion.
>>106520719
>I am going to stop giving you advice since it's flying right over your head.
Thank you.
I'm not at all interested in using SDFs for a real time 2D game where characters have good level of detail.
>easy task and can be combined with SDFs
what about the complex tasks, which is what a video game is filled with?
That is exactly where SDFs fall short. I don't know why you are so hell bent on using SDFs but they just don't do well for everything. Once triangulated, directly rendering a vector shape is just much simpler and faster, making the use of SDFs completely pointless.
>There are no rules in graphics programming, only tools.
exactly.
This is 2025 and we would have SDF image editor tools in production used by big corpos already if it actually can serve that use case.
Anonymous
9/8/2025, 12:45:36 PM
No.106520806
>>106520848
>>106520763
>what about the complex tasks, which is what a video game is filled with?
You must have misread my post. I said rendering curves is an easy task. It isn't any harder regardless of how complex your scene is.
>This is 2025 and we would have SDF image editor tools in production used by big corpos already if it actually can serve that use case.
Oh, you seem to think there's an authoring issue with SDFs. You don't need to author SDFs directly, what you would do is author SVGs and generate the SDF using a tool like MSDFgen.
By the way I laid out a solution for rendering dynamic SVGs that doesn't involve SDFs but that seems to have went over your head which is why you're only arguing against SDFs and not addressing it at all.
t. pogeet
!!b2oSUmilA2N
9/8/2025, 12:51:57 PM
No.106520848
>>106522809
>>106520806
>You must have misread my post. I said rendering curves is an easy task
I know rendering curves is easy, its so obvious that its not worth pointing out and I never disagreed.
Easy is how I like to keep things. Introducing SDFs will make creating art for the game not so easy and I don't want that.
>generate the SDF using a tool like MSDFgen
this is exactly what I want to avoid and I'm doing so. Stop spamming me that.
>that seems to have went over your head
sorry, I don't remember asking and I already have my own solution that serves usecases beyond simply rendering on the screen so I completely ignored to even notice.
Anonymous
9/8/2025, 12:53:24 PM
No.106520866
>>106520909
>>106520763
>That wasn't always the case because unlike >>106516866, a typical /gedg/ fag usually doesn't put that much effort into making their point and just forces their opinion.
(you)
>I'm not at all interested in using SDFs for a real time 2D game where characters have good level of detail.
have you finished writing your circle renderer to show us what you're really made o, nuengine dev coper?
>This is 2025
muh current year
>would have SDF image editor tools in production used by big corpos already if it actually can serve that use case.
it's called a real time shader compiler/previewer (eg: shadertoy), you mong
>I'd really appreciate it if everyone could put more effort into making their point instead of forcing it onto others, especially the conventional ones.
ironic coming from you who calls everyone a noob instead of justifying your rampant linking
>alright, this is the last reply.
4 cope responses ago
>yes. I'm reaching 30s and I still don't a field I excel at so I consider myself a master of none. That doesn't mean that I'm absolutely skill-less, as you are making it out to be.
kek
>I'm not intolerant towards the existence of other's opinions, unlike most of /gedg/
all you do is shit up your generals with your unfounded opinions based on zero experience whatsoever. you sound like a child with all the reasoning skills of an LLM parsing the first reddit post it finds. case in point, you're that much of a cancer this is the THIRD time youve mentioned how well you listen as compared to others in the past of like 4 posts.
t. pogeet
!!b2oSUmilA2N
9/8/2025, 12:59:14 PM
No.106520909
>>106520966
>>106520866
thank you very much for proving my point that /gedg/ fags don't put effort into making their point.
>its called a real time shader compiler/previewer
which is not at all an image editor in any way and I get called out as a spammer. Ironic.
>who calls everyone a noob instead of justifying your rampant
again, I only called one person noob and I've justified myself way beyond necessary at this point
>4 cope responses ago
yeah, I know. I changed it to
>I'll just be yeeting after this topic dies
>you're that much of a cancer
haha
I can't help but think that a full blodded american typed this
Anonymous
9/8/2025, 1:07:59 PM
No.106520966
>>106521054
>>106520909
People aren't going to put effort into responding to you when you're bullshitting them
t. pogeet
!!b2oSUmilA2N
9/8/2025, 1:20:59 PM
No.106521054
>>106521069
>>106520966
>when you're bullshitting them
lmao
The only time anything that is close to bs came from me was the thing that triggered the first post of this thread, which was me sharing vulkan validation extension when someone asked for profiling without any explanation. And within my time here, that was the first and only thing that could qualify as bs and that explains why this thread was so messed up since the start.
All else were mostly clash of opinions, as in the other party didn't or couldn't make their point and attempted to force it on me and marked my take as bs or I failed to make my point.
Just like the how the SDF anon pointed me to rely on them several times, a lot have their own set of opinions and will call my opinions as bs upon initial confrontation so if you put is as me "bullshitting them", I'd put it as them "just coping"
Anonymous
9/8/2025, 1:22:51 PM
No.106521069
>>106521116
>>106521054
You enter discussions about topics you don't understand and then you bluff and bend the truth and do mental gymnastics to try and make yourself look right
People won't look favourably on anyone who does that
t. pogeet
!!b2oSUmilA2N
9/8/2025, 1:31:21 PM
No.106521116
>>106521126
>>106521069
>People won't look favourably on anyone who does that
I don't want anyone to look favourably towards me. That's the last thing I want from the folks on the internet.
I won't be much active from now on, however...
One thing about me is, please don't hesitate on briefing about exactly where and how I'm wrong, not just simply pointing it out.
Unlike a thousands "shut up!", that alone would be more than enough to shut me up.
I'm a piece of shit with severe ADHD and that seems to works well on me.
Anonymous
9/8/2025, 1:32:48 PM
No.106521126
>>106521182
>>106521116
Nobody is going to explain why and how you are wrong if you are bullshitting them. It's a sign of disrspect and a sign that you don't care about honest discussion
t. pogeet
!!b2oSUmilA2N
9/8/2025, 1:40:30 PM
No.106521182
>>106521191
>>106521126
>if you are bullshitting them
and who gets to decide I'm "bullshitting" because its very subjective.
A Rust fag will always think I'm bullshitting them whenever I say I like pointers arithmetic in C.
Christianity then confined Galileo in a lavish mansion because he was bullshitting. Was he though? He might not be entirely right but he wasn't entirely wrong either.
I got the trip so its very easy for anyone who thinks I'm bullshitting them to ignore me.
I won't be creating any new thread so that's a cherry on top for them.
>It's a sign of disrspect and a sign that you don't care about honest discussion
idk, its a sing of being closed-minded is how I'd put it.
Anonymous
9/8/2025, 1:41:36 PM
No.106521191
>>106521218
>>106521182
If someone knows a topic and you don't and you make something up on it (as you often do) it's plain as day that you're bullshitting
t. pogeet
!!b2oSUmilA2N
9/8/2025, 1:46:22 PM
No.106521218
>>106521235
>>106521191
this...
I got called out on doing the exactly that several time within this thread.
I got most resolved but I obviously can't do that when the other party show no interest so yeah, like I said, either put effort into correcting me or ignore me, as simple as that.
Luckily, folks don't have to put effort into ignoring me as I won't be around much eventually.
Anonymous
9/8/2025, 1:48:08 PM
No.106521235
>>106521325
>>106521218
How about you stop fucking bullshititing? You're playing the vicitim like you've done nothing wrong, you ARE doing something wrong, don't lie, tell the truth, then people won't get pissed off at you
t. pogeet
!!b2oSUmilA2N
9/8/2025, 1:59:24 PM
No.106521325
>>106521353
>>106521235
>You're playing the vicitim like you've done nothing wrong
Please stop. I'm just here to clear things up, not be dramatic.
I was being sarcastic but me yeeting, my bad for mentioning it several times. Once was more than enough.
>tell the truth, then people won't get pissed off at you
I already did
>>106520568 and got called out for being a narcissist, making excuses, lack of ability to criticize myself and don't care about lying.
If I actually am all that, the first I'd actually do is get rid of the trip and chill as yet another anon without a care.
Maybe you should stop using the term "bullshitting", if possible and replace it with your actual intent?
We won't be going anywhere otherwise.
I kinda get what you are mad at me for but the thing is I can't agree that I myself am bulshitting when the claims from the other party are baseless.
Shit like this demands mutual effort to come to an agreement and that is what I meant by "put effort into correcting me" in previous posts.
Anonymous
9/8/2025, 2:01:58 PM
No.106521351
>>106521404
>>106520461
>alright, this is the last reply.
Anonymous
9/8/2025, 2:02:16 PM
No.106521353
>>106521404
>>106521325
Bullshiting means bending the truth, which you do all the time
Typical conversation with you is you say something completely wrong which you ASSUME is true, someone says "that's not true" and you demand an explanation and then you start bluffing to save face
You aren't entitled to an explanation when you're just making things up, and trying to save face is going to make it even less likely you'll get one
t. pogeet
!!b2oSUmilA2N
9/8/2025, 2:10:56 PM
No.106521404
>>106521410
>>106521351
yeah, hanging around for a short while.
>>106521353
>and then you start bluffing to save face
if that's what I did then why did you let that happen?
you could have always caught me red handed by posting some external fax right to my face but no?
This is exactly what I meant by "put effort into correcting me".
I'll really be disappearing for a while but if I'm active again in the future and also happen to bs, just don't show me any mercy. I'm totally fine with it.
Anonymous
9/8/2025, 2:12:14 PM
No.106521410
>>106521437
>>106521404
Why would I put effort into to correcting you when you put no effort into making shit up? Why do you think you're entitled to that? Put effort into your posts and people might respond in kind
t. pogeet
!!b2oSUmilA2N
9/8/2025, 2:16:30 PM
No.106521437
>>106521457
>>106521410
sure, don't cry about it then.
You aren't entitled either.
"correct" is very subjective and in the age of internet, correcting someone with fax is pretty much effortless. That's actually something 4chan fags would have done several times by now. I'm just surprised that no one did so.
Anonymous
9/8/2025, 2:19:02 PM
No.106521457
>>106521523
>>106521437
We're talking about facts, not opinions. You post things are are factually wrong. You can say that we aren't entitled to read posts written by people telling the truth, but then you aren't entitlted to not have people tell you to fuck off for making low quality posts either, so consider your position
t. pogeet
!!b2oSUmilA2N
9/8/2025, 2:27:39 PM
No.106521523
>>106521544
>>106521457
everything you said is extremely subjective, making it very hard for me come to a conclusion. We've been circling around for a while now so I guess its a good time for me to stop.
I could apologize that I'm not a bot and that I'm sorry to have got some(or all) facts wrong.
But I don't think I will do that to a person who is so entitled that they won't any effort into keeping posts high in quality but cry over others instead. Sorry but you ain't worth it.
Anonymous
9/8/2025, 2:29:32 PM
No.106521544
>>106521523
I put effort into keeping my posts high quality, I only post things I know are true
You don't, so you're going to piss people off, "say dumb shit until someone corrects me" does not make you any friends ESPECIALLY when you get extremely defensive when people do correct you
Anonymous
9/8/2025, 3:39:15 PM
No.106522041
>>106522583
>>106516866
Those wobbly lines look like shit though. What are you smoking to think that's a substitute for a clean sharp vector curve?
Anonymous
9/8/2025, 4:46:47 PM
No.106522583
>>106522041
NTA, but sovl
Anonymous
9/8/2025, 5:14:19 PM
No.106522809
>>106538111
>>106520848
>I know rendering curves is easy, its so obvious that its not worth pointing out and I never disagreed.
I know you're gish galloping but you quite literally did dispute that point. Follow the conversation:
>>106520719
>Drawing curves to the screen is a very efficient and easy task and can be combined with SDFs
>>106520763
>easy task and can be combined with SDFs
>what about the complex tasks, which is what a video game is filled with?
Like I said I initially thought you misread my post. The problem arises when you refuse to admit your mistake and double down on the retardation. Picking apart a sentence and attacking part of it out of context is womanly behavior, I assumed that wasn't deliberate on your part (but I guess I was wrong)
>I already have my own solution that serves usecases beyond simply rendering on the screen
You really don't. The solution I presented you can render hundreds of arbitrary filled paths in a couple milliseconds. I think you're underestimating how difficult realtime SVG rendering is, even adobe struggles with it.
Anyway, this tiger is the usual benchmark people use for SVG rendering. If you can take the raw path data, triangulate, and rasterize this in a 16 millisecond frame time, then I will concede your solution is a valid alternative. I'll be eagerly awaiting your attempt
>https://upload.wikimedia.org/wikipedia/commons/f/fd/Ghostscript_Tiger.svg
Anonymous
9/8/2025, 5:22:55 PM
No.106522866
vontade de cagar
Anonymous
9/8/2025, 6:28:24 PM
No.106523480
Anonymous
9/8/2025, 6:35:11 PM
No.106523529
>>106524342
i'm making a Geometry Wars clone in pure C with Raylib. basically i have game and you don't
Anonymous
9/8/2025, 8:04:24 PM
No.106524342
>>106523529
That looks pretty good.
Anonymous
9/8/2025, 11:39:03 PM
No.106526530
>>106526639
why shouldn't I rely on vsync to limit frames/cpu utilization?
the only other option is calling sleep() somewhere and windows sleep resolution is only ~15ms
Anonymous
9/8/2025, 11:46:30 PM
No.106526639
>>106526530
>why shouldn't I rely on vsync to limit frames/cpu utilization?
if your rendering thread is also your worker thread then now driver settings change the tick rate of the game
>the only other option is calling sleep() somewhere and windows sleep resolution is only ~15ms
the default is 15ms but it's undocumented that you can lower it to nanoseconds, C++ hides all this complexity for you with steady_clock
>Vulkan has Y+ down
>gltf2 has Y+ up
>both are made by Khronos
WHY THE FUCK
Anonymous
9/9/2025, 12:12:49 AM
No.106526891
>>106526855
It's a topsy turvy world we live in.
Anonymous
9/9/2025, 12:14:57 AM
No.106526917
>>106525385
good job just back that near plane up a lil
Anonymous
9/9/2025, 2:12:12 AM
No.106527826
>>106528064
>>106526855
OpenGL had Y+ up. You can use whatever coordinate system you want anyway. When porting something from OpenGL to Vulkan all I had to edit was a single matrix multiplication to fix that.
Anonymous
9/9/2025, 2:47:51 AM
No.106528064
>>106528105
>>106527826
typical poolkan. imposes on users some bullshit that requires workarounds instead of just following the industry standard.
Anonymous
9/9/2025, 2:52:31 AM
No.106528105
>>106528064
Swapping between left, right and rotated coordinates multiple times for no good reason is a rite of passage
My last game was made in SDL2, and I could alt+tab while in fullscreen mode, no problem.
My current game is also in SDL2, but a more recent version, and now it gets all glitchy if I try to alt+tab. Any idea why this is happening? The code for the two games is practically identical.
makin a beat em up, soon I will have it running on saturn. No clue why ffmpeg mangled my webm.
Are UI elements in games usually SVGs?
Anonymous
9/9/2025, 4:18:53 AM
No.106528724
>>106528713
I don't think so, vector graphics are pretty slow
Anonymous
9/9/2025, 4:46:13 AM
No.106528869
>>106526855
Just rotate honey
Anonymous
9/9/2025, 5:31:10 AM
No.106529109
>>106529402
>>106528387
>it gets all glitchy if I try to alt+tab. Any idea why this is happening?
Tell me you are a zoomer without telling me
Just kidding,
did you try using SDL_WINDOW_FULLSCREEN_DESKTOP instead of SDL_WINDOW_FULLSCREEN ?
Anonymous
9/9/2025, 6:27:21 AM
No.106529390
There's a fuckton of programming games that do simple logic programming and stuff like that
Are there any programming games where you do graphics programming
Anonymous
9/9/2025, 6:30:16 AM
No.106529402
>>106529109
I'm AFK now, but I'll try that next time I get a chance. I did manage to find a workaround, although it isn't perfect. Whenever the game window loses focus, I grab the current window state (either fullscreen or non-fullscreen), and switch to non-fullscreen. Then, once the window regains focus, I set it back to whatever it was before. Obviously, if it wasn't fullscreen before, nothing changes, but if it was, this allows us to alt+tab out without many issues.
Anonymous
9/9/2025, 6:54:41 AM
No.106529514
>>106529517
Why the FUCK didn't you assholes tell me about this. Literally exactly what I've been saying
>>106517876
Anonymous
9/9/2025, 6:55:32 AM
No.106529517
>>106529514
theres lots of high level rendering libraries and ive never seen a good one
Anonymous
9/9/2025, 7:26:07 AM
No.106529654
useless. all that complexity just to add few barrier calls.
Anonymous
9/9/2025, 7:46:05 AM
No.106529747
>>106529815
>>106526855
Youβre supposed to multiply the projectionMatrix[1][1]*=-1
Anonymous
9/9/2025, 8:01:04 AM
No.106529815
>>106530384
>>106529747
Bozo please try again
Anonymous
9/9/2025, 9:50:42 AM
No.106530384
Anonymous
9/9/2025, 11:45:52 AM
No.106530921
Anonymous
9/9/2025, 12:12:59 PM
No.106531069
>>106528643
You mean, THE saturn? Neat.
Anonymous
9/9/2025, 12:16:45 PM
No.106531087
>>106525385
damn, did you model that?
>>106528643
that looks sick anon
Anonymous
9/9/2025, 12:18:39 PM
No.106531096
>>106525385
what's the game gonna be?
Anonymous
9/9/2025, 12:20:47 PM
No.106531107
>>106531119
>>106540440
desu idk how I'm supposed to do what I'm trying to do
class CHealth
{ public:
int value = 100;
};
class Entity
{
public:
CHealth * health = nullptr;
};
Entity Player
{
//set player health to 10
Player.health->value = 10;
};
Anonymous
9/9/2025, 12:23:15 PM
No.106531119
>>106531137
>>106531107
what are you trying to do, the syntax isnt valid
Anonymous
9/9/2025, 12:28:28 PM
No.106531137
>>106531170
>>106531119
yeah my knowledge on class objects and how to effectively use pointers is real shoddy.
I had heard mentions of ECS and the video I watched mentioned making classes that just store data for each component.
I was trying to write it down and intuit how that would work because as it stands I'm having trouble figuring out exactly how that would work.
Anonymous
9/9/2025, 12:35:22 PM
No.106531170
>>106531175
>>106531137
i believe you make pools for each component, you then compose them sorta like
class Entity {
public:
CHealth *health = nullptr;
};
Entity MakeEntity() {
Entity Player;
Player.health = g_pool_of_health_components.Allocate();
Player.health = 10;
return Player;
}
Anonymous
9/9/2025, 12:36:22 PM
No.106531175
>>106531170
sorry, make that 2nd last statement Player.health->value = 10;
Anonymous
9/9/2025, 2:08:53 PM
No.106531782
>>106533218
My game might be nowhere complete, but at least it's cache optimized with an ECS so the 10 objects I have budgeted for the game loop will update 100ns faster than they normally would.
Anonymous
9/9/2025, 5:05:39 PM
No.106533218
>>106531782
based, that's the /gedg/ way
do i simulate physics at 50 ticks per second or 100 or how much??
>>106533492
64 or 128 because Valve does this. That's how my logic works, anyways.
Anonymous
9/9/2025, 5:44:42 PM
No.106533601
>>106533673
>>106533492
depends on your game
>>106533543
dumb answer
Anonymous
9/9/2025, 5:50:30 PM
No.106533673
>>106533697
>>106533601
>dumb answer
Maybe dumb reasoning but it werks for me. How about you fix my dumbness with your high intellect answer?
I'm making a single player FPS with the occasional physics object the player can pick up and throw. What physics tick rate should I use?
>>106533492
More ticks, more wasted CPU time. 20-30 was fine for the longest time.
Braindead zoomers started sperging out over first person shooter sloppa they believe to run at any given tick rate. There's this whole society of zoomer shitters trying to wireshark datagrams to figure out a tick rate, even though theres nothing implied 1 tick = 1 packet.
Additionally, valve and that physic engine behind the tranny of us have two things in common: (1) their die hard fanbase are fucking cancer, (2) after decades of regressions, these shit devs claim they need ever increasing tick rate for accurate physics, when in practice everybody was doing just fine at 20-40tps 15-20 years ago.
Combine these two statements together, you end up with a bunch of opinioned retards trying to argue non-issues, with bad "evidence", sometimes backed with other "developer" (incompetent team lead) interviews, bitching about MUH TICK RATE.
Funny addendum, after valve started shilling "muh 9000 niggerhertz tick rate, now with subticks!!!", CS:GO queers started creaming themselves. 6 months later, they all started bitching about inconsistent behavior. And that's coming from the audience most susceptible to placebos.
>>106533673
put your tripcode back on
Anonymous
9/9/2025, 5:56:24 PM
No.106533727
>>106533746
>>106533697
I'm not poogeet. He would never agree his reasoning was dumb. Now answer the question, chud.
Anonymous
9/9/2025, 5:58:45 PM
No.106533746
>>106533727
If you want a non-bullshit answer it's actually very complicated and depends how your physics works and how your game works
Anonymous
9/9/2025, 5:59:21 PM
No.106533750
>>106533780
>>106533697
heh yea
>I'm, me, me, i
>I'm doing a thing (I have no understanding nor anything to show)
>What should I use? (SPOONFEED ME)
>Yea I'm stupid
>NOOO TELL ME YOUR HIGH INTELLECT ANSWER IF UR SO SMART
>>106533696
>More ticks, more wasted CPU time. 20-30 was fine for the longest time.
cont: you should reallocate the time youd otherwise spend doing a redundant physics step on more accurate physics; free up render thread contention if aggressively locking shared memory; do higher frequency server tick logic.
Anonymous
9/9/2025, 6:01:54 PM
No.106533780
>>106533795
>>106533750
Increasing your physics tick rate IS more accurate physics
>>106533780
Tick rate isn't a measurement of resolution, you fucking mong. At least put some effort into responding
Anonymous
9/9/2025, 6:03:58 PM
No.106533802
>>106533818
>>106533795
The higher your tick rate, the less the objects move during the tick, and the less the objects move during the tick the more accurate your physics is
Anonymous
9/9/2025, 6:04:57 PM
No.106533813
>>106533696
Yeah but peakers advantage is real and tick rate does directly correlate to that. 30 ticks and it's really noticeable. 60 ticks and it's significantly less noticeable. I'm not going to graph it or piss my pants about it because I'm not a pro gamer but in practice it is noticeable between 30 and 60 even for a shitter like me. I'm not going to pretend to know the solution I just know that I can directly feel it.
Anonymous
9/9/2025, 6:05:28 PM
No.106533818
>>106533827
>>106533802
>average velocity is determined by tick rate
Good maaarnin pogeet
Anonymous
9/9/2025, 6:06:50 PM
No.106533827
>>106533845
>>106533818
the amount you move an object is velocity / tick rate so the higher the tick rate the less it moves
Anonymous
9/9/2025, 6:08:48 PM
No.106533845
>>106533855
>>106533827
>pogeet doubling down over something so obviously retarded
The amount you move given delta t is directional velocity * direction * delta t. delta t doesnt define velocity, you street shitting retard.
Anonymous
9/9/2025, 6:09:43 PM
No.106533855
>>106533877
>>106533845
delta time is the inverse of the tick rate genius
movement = velocity / tick rate
movement = velocity * delta time
same thing
Anonymous
9/9/2025, 6:11:42 PM
No.106533877
>>106533890
>>106533855
>pogeet thinks poorly defining terms means he can assert every engine defines movement as linear fixed steps relative to tick rate
As the other anon said, put your tripcode back on
Anonymous
9/9/2025, 6:13:06 PM
No.106533890
>>106533934
>>106533877
The higher your tick rate is, the less time there is in between ticks, the less objects move each tick, the more accureate your physics is
Anonymous
9/9/2025, 6:18:13 PM
No.106533934
>>106533948
>>106533890
>too stupid to comprehend the previously stated assertion tick rate isnt a measurement of resolution
>starts niggerbabbling about how games use a secret distance unit over time over time velocity metric in place of velocity
>starts asserting velocity is actually a function of tick rate
>its ok, starts niggerbabbling about the definition of movement
>hmm need a good response
>i know: responds again defining delta time and what less delta time is a function of - a higher frequency
>BUT TECHNICALLY ITS LESS MOVEMENT PER TICK
>still doesnt understand what was meant by >>106533795 >Tick rate isn't a measurement of resolution, you fucking mong. At least put some effort into responding
GOOOD MAARNIN SARRRRRRRRRRRR
Anonymous
9/9/2025, 6:19:26 PM
No.106533948
>>106533965
>>106533934
You don't understand this conversation very well and you sound like you have a mental illness
You belong in the same category as the indian guy
Anonymous
9/9/2025, 6:21:08 PM
No.106533965
>>106533948
Put your tripcode back on pogeet
Anonymous
9/9/2025, 6:44:22 PM
No.106534160
>>106528387
this sounded like the same schizo ranting I had about opengl & vulkan using the old present method (to fix it, nvidia control panel -> 3d settings -> vulkan/opengl present method -> set to DXGI).
Dunno if this report is true, I don't use the SDL renderer, and I didn't read it, but you can print the current backend by reading the hint to check.
https://www.phoronix.com/news/SDL-Prefers-Vulkan-Windows
This is partly the reason why I use Angle for opengl, because running DirectX 11 avoids the flicker during alt-tab, and SDL has always been defaulting to directX as far as I remember.
Also I noticed that nv driver SDK can actually allow you to set this setting manually, but the API is too dense not very well documented, I bet the SDK requires admin privileges, but if anyone was interested, this is where I found out (it's for some gaming coop screen sharing thing)
https://github.com/LizardByte/Sunshine/issues/1771
also I said before that this setting doesn't set flip mode because intel presentmon does not say flip mode in the overlay, but presentmon might be wrong, not like I measured performance or anything, I thought the lack of DXGI was responsible for the flicker in Vulkan/Opengl, not flip mode which requires you to set a special flip value in DXGI I think, but maybe DXGI implies flip mode because all DX11 programs uses flip mode because DX11 doesn't have the explicit control unlike DX12? I don't know.
I don't know how to code. I want to make a simple turn-based RPG using Godot (open to suggestions for better engine).
Am I better off learning c++ from the ground up, reading beginners textbooks and following guides? Or should I only learn enough c++ to make the features I need, using internet searches and asking for help on forums? Or should I just vibe code it with ChatGPT, or whichever AI is best?
Anonymous
9/9/2025, 6:46:23 PM
No.106534175
>>106534213
>>106534163
Godot doesn't use C++ it uses its own scripting language
Anonymous
9/9/2025, 6:46:43 PM
No.106534183
>>106534213
>>106534163
Well if you're going to use godot you just need to learn gdscript which is super simple. Could take you an afternoon to learn it. C++ is going to take you months to learn if you have no prior programming experience.
Anonymous
9/9/2025, 6:49:37 PM
No.106534213
>>106534217
>>106534175
You can use either c++or GDScript
>>106534183
Nice, I didn't know it was that easy. Thanks Anon
Anonymous
9/9/2025, 6:50:13 PM
No.106534217
>>106534225
>>106534213
C# which is much different
Anonymous
9/9/2025, 6:50:54 PM
No.106534225
>>106547214
>>106534217
No, he's right. You can use C#, C++, or GDscript. All officially supported.
Anonymous
9/9/2025, 8:40:06 PM
No.106537070
Can anybody check if archive.org is down for them too?
Anonymous
9/9/2025, 8:54:49 PM
No.106537266
>>106508346
>just add 10 more layers to your asset packaging and/or build system, goyim
>can be used as a zig library
no thanks
Anonymous
9/9/2025, 9:44:13 PM
No.106537939
>>106533492
30 unless thereβs a specific reason you need more
Anonymous
9/9/2025, 9:46:47 PM
No.106537961
>>106539079
>>106534163
You learn c++ as you go. Unless you need the absolute basics: variables, loops, etc.
Learning c++ through a game engine is a iffy slope though as youβre learning more of the engine than the language.
Anonymous
9/9/2025, 9:59:14 PM
No.106538111
>>106538504
Anonymous
9/9/2025, 10:31:29 PM
No.106538504
>>106550330
>>106538111
I have no idea what you're blabbering about, like I said I've made one myself. I never said it's impossible.
I've been programming a game lately which I initially started like 10 years ago but forgot about it. Some weeks ago I started working and extending it significantly. I added some things I haven't seen in other games.
It's a multiplayer 2D space shooting game.
- Chat
- Place images
- Change music
- Normal and charged attacks
- Warps that can be used or destroyed
- A safe zone in the center where you receive no damage. It can be opened (green) or closed (red) on a single laser hit. If you shoot a charged attack it bounces.
- When low on health ships can self-destroy to cause damage if other nearby ships.
- There is a boost/turbo that increases speed a bit temporarily, and there's a chance to reflect attacks while on it.
- Ships can crash and they can bounce, cause damage, or both.
One of the most fun parts of it is the images since it can cover the map with random backgrounds, give it a sense of context/travel.
Images can be searched with "img some image" or direct URL pastes or uploaded from the computer using the bottom right button.
Youtube songs can be changed with "yt some song". YT is only audible.
Warps take ships to a random location on the map, and they can be destroyed which makes them unusable (ships bounce off them instead).
It was programmed in javascript (browser client side, and nodejs server).
http://merkoba.com:3000/
Anonymous
9/9/2025, 11:22:14 PM
No.106539079
>>106537961
That clears things up, thank you
Anonymous
9/9/2025, 11:29:18 PM
No.106539165
>>106539826
>>106539044
for some reason I can only type one character in the chat and then it unfocuses the text field
Armtrak
9/10/2025, 12:27:37 AM
No.106539826
>>106539044
>>106539165
Not sure why. I'll take a look at the code later.
Anonymous
9/10/2025, 1:34:10 AM
No.106540440
>>106531107
Your class needs a constructor if you want to initialise an instance with values when you create it
Anonymous
9/10/2025, 1:37:39 AM
No.106540467
>>106540572
Messing around with sprite stacking in C for fun today, here you go
Anonymous
9/10/2025, 1:47:54 AM
No.106540572
>>106540467
Sprite stacking is underrated tbqh
Anonymous
9/10/2025, 4:51:58 AM
No.106541992
>>106544069
Progress: Added movement interpolation for network player position updates. Previously I was just instantly updating their position to the latest network event which is jittery. Code in place but the values need tweaking.
On the topic of player movement in general for Ygg Engine, a server can globally define either:
- Free movement; Movement in 8-directions (up,down,left,right & combinations eg: up+right=moves "right" on the isometric tile track)
- Grid movement; Keeps players in the center of tiles they stand (think OSRS). Players will do the running animation between tiles, but effectively they are sliding between them that way I see it.
- Instant grid movement; roguelike tile movement
Some other notes:
- We track the players N,S,E,W cardinal facing direction
- Separately we have a sprite facing direction for left vs right facing
- A hybrid movement system is on my radar, where we might do the free movement when in combat, but otherwise do grid movement for players
Anonymous
9/10/2025, 6:46:42 AM
No.106542861
I downloaded the visual studio 2026 preview (you can tell itβs using that WinUI garbage due to how laggy some of the controls are) and tested copilot out of curiosity since I used google AI to much success with c++ tidbits and itβs pretty fuckin bonkers.
Anonymous
9/10/2025, 9:57:08 AM
No.106544069
>>106545483
>>106541992
>implementing fps netcode in a fucking grid based game where it's expected for sprites to teleport between the grid squares just because it looks shit
Anonymous
9/10/2025, 10:01:44 AM
No.106544093
>>106544951
>>106534163
You shouldn't be trying to write a game if C++ is too hard for you.
Stick to C. Preallocate what you will need beforehand, and ignore retards who claim that memory leaks are bad. Don't allocate anything in main game loop and just write what you want to do. If you are writing your own game engine, you will have to deal with shitty APIs anyway and C is the least of your problems.
Anonymous
9/10/2025, 10:05:26 AM
No.106544106
>>106533696
Fucking TRVTHNVKE.
Reminder that this shitty game was programmed in Java, and that its TPS is 20 and constantly dips to ~12 at a slightest inconvenience caused by actual physics simulation needing to be done and it works fucking flawlessly.
https://www.youtube.com/watch?v=as2lZCAIxEQ
Name one flaw, other than the arrow not losing kinetic energy. You cannot, stupid nocoders.
Anonymous
9/10/2025, 12:16:23 PM
No.106544951
>>106544962
>>106544093
Don't listen to this retard and his "don't allocate memory" dogma
Anonymous
9/10/2025, 12:17:48 PM
No.106544962
>>106544987
>>106544951
You have 5 minutes since my post's date to post your own engine.
Anonymous
9/10/2025, 12:21:12 PM
No.106544987
>>106545011
>>106544962
ok, heres a screencap of a project i was working on in an engine i made
Anonymous
9/10/2025, 12:23:40 PM
No.106545011
>>106545015
>>106544987
Don't care, no code posted, time is out. I accept your concession.
Anonymous
9/10/2025, 12:24:16 PM
No.106545015
>>106545019
Anonymous
9/10/2025, 12:24:50 PM
No.106545019
>>106545028
>>106545015
Go add some shadows or something instead of coping.
Frosch
!!vBXGOUbKnuP
9/10/2025, 12:25:13 PM
No.106545022
>>106545037
Happy to see some nice progress in this thread. You lads are all doing good.
Working on a little text game project in my very little freetime. Recently added a basic entity system. All entities have an id, a description. a set of name, valid interactions
The id is a unique integer.
The description is what you see when you examine the entity
The names are a list of aliases with a primary name. Some or all names can be shared between entities. The first name in the list is what is displayed when interacting with the object.
In my example I have two identical "new books" and an "old book
Here is a little slice of relevant code
(let
([old-book
(make-entity
'("an old, damaged copy of the book 'Ninety Nine Jokes to wow your friends'" "Ninety Nine Jokes" "Ninety Nine Jokes to wow your friends" "joke book" "old book" "damaged book" "book")
"You can't make out any of the jokes")]
[new-book
(make-entity
'("a new copy of the book 'Ninety Nine Jokes to wow your friends'" "Ninety Nine Jokes" "Ninety Nine Jokes to wow your friends" "joke book" "new book" "book")
"'Why did the cockatrice cross the stream? To get to the other side!'.")])
(print old-book)
(print (alist-ref 'interactions old-book))
(print (alist-ref 'examine (alist-ref 'interactions old-book)))
(make-room 'library "You've entered the library, a place for scholars."
'((w . (mines "There is a wooden door on the west wall.")))
(list old-book new-book new-book)))
Anonymous
9/10/2025, 12:25:58 PM
No.106545028
>>106545037
>>106545019
Let's see your engine mr "I don't allocate memory for no logical reason"
Anonymous
9/10/2025, 12:27:15 PM
No.106545037
>>106545041
>>106547116
>>106545028
Learn to read before you make questions that were already answered.
>>106545022
Add fuzzy matching for interaction targets and you're set.
Anonymous
9/10/2025, 12:28:10 PM
No.106545041
>>106545049
>>106545037
You haven't made an engine or a game, you just give out dumb advice
Anonymous
9/10/2025, 12:28:54 PM
No.106545049
>>106545058
>>106545041
You're a nocoder ESL who can't read plain English, I doubt you'd be able to read C++ even if I posted some.
Anonymous
9/10/2025, 12:29:46 PM
No.106545058
>>106545071
>>106545049
>You're a nocoder
I posted a game I worked on, I can post code too
Where's yours?
Anonymous
9/10/2025, 12:31:27 PM
No.106545071
>>106545076
>>106545058
You don't have to post anything anymore, I already marked you as the retarded nigger monkey who can't read that you are and I'm not going to respond to anything you write regardless of how true it might be. This is the fate you yourself chose.
Anonymous
9/10/2025, 12:32:09 PM
No.106545076
>>106545084
>>106545071
Go back to shitting up /dpt/
Anonymous
9/10/2025, 12:34:00 PM
No.106545084
>>106545101
>>106545076
I have better things to do, like giving good advice to people who need it.
Anonymous
9/10/2025, 12:36:00 PM
No.106545101
>>106545107
>>106545084
You've never made a game and whenever you try to talk about game development you get laughed out the thread
Anonymous
9/10/2025, 12:36:47 PM
No.106545107
>>106545147
>>106545101
When was the last time that I posted in /gedg/ according to your schizophrenia? I need to cross-examine with my memory.
Anonymous
9/10/2025, 12:41:38 PM
No.106545147
>>106545155
>>106545107
not for a while thankfully, you should keep it up
Anonymous
9/10/2025, 12:42:20 PM
No.106545155
>>106545147
Be exact and be correct or I will start posting here every single day.
Anonymous
9/10/2025, 1:32:56 PM
No.106545483
Anonymous
9/10/2025, 4:18:07 PM
No.106546874
what have you named your engines?
Frosch
!!vBXGOUbKnuP
9/10/2025, 4:43:04 PM
No.106547116
>>106545037
>fuzzy matching
I suppose I'll think on it.
Anonymous
9/10/2025, 4:53:23 PM
No.106547214
>>106547535
>>106534225
>C++
since when? I hope you don't mean GDNative.
Anonymous
9/10/2025, 5:21:04 PM
No.106547535
>>106547736
>>106547214
Since forever, you can make your own modules but I'm sure you have some problem with that too. In your retarded case you might want to look into Jenova.
Anonymous
9/10/2025, 5:38:39 PM
No.106547736
>>106547799
>>106547535
>modules
I want to use C++ to make actual games, not just modules. support for C++ via GDNative makes it a second class citizen language (at most). so no - Godot doesn't support C++ as a game development language.
>inb4 "make entire game as a module" strawman
yeah, no
Anonymous
9/10/2025, 5:41:42 PM
No.106547774
>>106547822
>>inb4 "make entire game as a module" strawman
>yeah, no
retarded nocoder doesn't realize that if you use some slop engine, your code is already just a small module wrapped inside all that worthless bloat, lmao
Anonymous
9/10/2025, 5:43:18 PM
No.106547799
>>106547736
I have a feeling you just love crying and complaining for no reason.
>noooo you can't just do that! why?!?! because I said so! strawman! slippery slope! I am the steel man!
I don't care, go cry and be a fag alone somewhere else. Nobody is stopping you from making your own engine.
Anonymous
9/10/2025, 5:45:12 PM
No.106547822
>>106547835
>>106547774
>pointless pseud take
I bet this sounded really smart in your head.
Anonymous
9/10/2025, 5:46:03 PM
No.106547835
>>106547822
>>>/r/programming might be more up your alley, street shitter.
Anonymous
9/10/2025, 6:14:26 PM
No.106548203
>>106533543
>>106533492
Split the baby in half, 96 ticks
Anonymous
9/10/2025, 7:34:37 PM
No.106549186
>>106549365
>>106549659
>launch aaaaaa.exe
>takes ~600ms
>rename aaaaaa.exe to aaaaaaaa.exe
>takes 60ms
what. the. fuck.
im on windows, using an nvidia gpu. it's a simple program that just initializes a d3d11 device and swapchain. what the fuck is happening.
any anon can reproduce this?
>>106549186
Okay. I've narrowed it down.
If I give D3D11CreateDevice an adapter explicitly then startup time is completely normal but if I don't then the D3D11 runtime has to look for the "most appropriate" adapter itself, and somehow this ends up being absurdly expensive if the executable name has a certain number of characters.
WTAF. Computers were a mistake.
Anonymous
9/10/2025, 7:55:14 PM
No.106549454
>>106549659
>>106549365
Btw it also bloats up my process's memory usage (both commit size and working set size) like fucking crazy so it's also leaking memory??? What kind of piece of shit nightmare code is this thing running in the background?
Anonymous
9/10/2025, 8:10:28 PM
No.106549659
>>106549742
>>106549764
Anonymous
9/10/2025, 8:16:25 PM
No.106549742
>>106549759
>>106549659
This is just how all modern software works. It's a constant regression toward the mean, and the mean is total mediocrity "ummm your program is now 10x slower because some code you're calling is doing braindead shit and you have no idea that that's happening". It's a constant uphill battle to not have it be that way. You have to constantly question everything to fight sloppification. Modern Sisyphus.
Anonymous
9/10/2025, 8:17:55 PM
No.106549759
>>106549838
>>106549742
This is why I only call into the kernel.
Anonymous
9/10/2025, 8:18:09 PM
No.106549764
>>106549783
>>106549659
So DirectX is a highly functioning toilet that you shit in? What does this say about the user? That they're shitters?
Anonymous
9/10/2025, 8:19:17 PM
No.106549783
>>106549815
>>106549764
No, they're at the end of the pipe, consuming the content coming out of it.
Anonymous
9/10/2025, 8:21:42 PM
No.106549815
>>106549830
>>106549783
My interpretation is more accurate. If you put shit in shit will come out.
Anonymous
9/10/2025, 8:22:40 PM
No.106549830
>>106549815
Yes, all windows games are shit.
Anonymous
9/10/2025, 8:23:17 PM
No.106549838
>>106549895
>>106549759
I would definitely only call kernel functions if that were possible when doing 3d graphics but I can't sadly. All the graphics APIs have slop user mode drivers. They're all bad. I just hate software so much.
Anonymous
9/10/2025, 8:27:50 PM
No.106549895
>>106549838
>we gotta move all drivers to userspace because of security or performance or something!
>userspace drivers keep crashing entire systems daily, have bugs, are fucking slow
clown world
Anonymous
9/10/2025, 8:56:08 PM
No.106550151
>>106498844 (OP)
Where do you guys hire modelers/musicians for your game?
Anonymous
9/10/2025, 9:17:46 PM
No.106550330
>>106550664
>>106538504
I didn't follow the discussion that closely, but I was under the impression that you were pushing SDF textures as a solution over rendering curves at runtime properly, saying that it's too hard or impossible. My position is that SDF textures generally look awful and are not a substitute for real paths.
Anonymous
9/10/2025, 9:24:30 PM
No.106550384
>>106550477
>>106549365
Why would you do this to yourself? You subject yourself to these unbelievable humiliation rituals for the privilege of... being vendor locked into the world's shittiest and most user-hostile OS?
Why not just use a cross platform wrapper like sokol, SLD3, wgpu, dawn, or literally anything?
Anonymous
9/10/2025, 9:29:05 PM
No.106550428
Has anyone here ever rolled a GUI tool for designing menus and stuff? I've got functional menus, I would just want to set something up that lets me drag around the visual elements to make them look nicer.
>>106550384
The problem here is that there is too much abstraction. That nobody is looking into the details. That you can't just directly communicate with the kernel mode GPU driver with memory mapped buffers like God intended. Programs need to depend on fewer lines of code, NOT more.
Anonymous
9/10/2025, 9:37:16 PM
No.106550486
>>106550506
>>106550477
Some of us are employed.
Anonymous
9/10/2025, 9:39:45 PM
No.106550506
>>106550621
>>106550486
Your post makes no sense.
Anonymous
9/10/2025, 9:55:24 PM
No.106550621
>>106550711
>>106550506
Some of us don't have time for unemployed hobbies.
Anonymous
9/10/2025, 10:00:50 PM
No.106550664
>>106550830
>>106550330
>My position is that SDF textures generally look awful
You are mistaken, if you properly render an MSDF it will look amazing. I guarentee whatever you've been looking at doesn't do all of these things:
>multichannel sdfs
>tightly packed texture atlas to give each path the appropriate size SDF texture
>smooth falloff curve informed by pixel derivatives for native antialiasing
If you do those 3 things you will never see an ugly SDF
>and are not a substitute for real paths.
In that they are not dynamic... maybe? The reality is almost no applications other than SVG authoring software actually render filled paths in realtime, so it's a very niche argument.
Anonymous
9/10/2025, 10:06:42 PM
No.106550711
>>106550621
There is no such thing as an 'unemployed' hobby. There are only hobbies. Yet again your post makes no sense.
Anonymous
9/10/2025, 10:13:20 PM
No.106550774
>>106550477
I agree in principle. But as you said,
>That you can't just directly communicate with the kernel mode GPU driver with memory mapped buffers like God intended.
You just can't. That battle is lost. The next battle is, if you're going to depend on millions on line of code either way, are you going to do it in a way that also makes you a bitch to a corporation, or not?
When you write low level code the way God intended, you're still operating at a high level of abstraction compared to the inner workings of the CPU. The x86 instruction set is not that much different from something like D3D. One is a lot simpler than the other, but the real difference is that x86 is an open standard, while D3D is whatever Microsoft decided to shit down your throat. With x86, it's the companies that have to bend over backwards to make their CPU innovations work with the existing standard so that people can use it.
In practice, you can get pretty much this same benefit by adding yet another abstraction layer, like SDL3 is doing.
Obviously there's no SDL3 for CPUs, because it's not needed, because CPUs were built around open standards in the first place. But with all the other stuff in the age of platform lock, a cross platform abstraction layer is the only possible partial solution.
Anonymous
9/10/2025, 10:20:12 PM
No.106550830
>>106550664
>I guarentee whatever you've been looking at doesn't do all of these things:
Well, to be honest, I don't look at SDFs very often, because that's also a technique that almost nobody uses. Is rendering filled paths in real time really more niche than SDFs?
The 3 links I posted are examples of projects doing realtime filled path rendering. And those are just a few recent ones that use novel algorithms. An example of a project that does that as part of a real world application with less fancy algorithms is Ruffle, the flash emulator.
Anonymous
9/10/2025, 10:57:00 PM
No.106551065
>>106551738
>>106513186
geometry nodes simulator
Anonymous
9/11/2025, 12:21:39 AM
No.106551570
>DirectX
>in 2025 AD
damn, and I though these days DX was being used only by some AAA studios with Stockholm syndrome.
Anonymous
9/11/2025, 12:54:07 AM
No.106551720
>>106550477
This is a nightmare. Vulkan solves some of these issues though, you can look into the details yourself and see they're mostly...sane. Working with it also undoes or reabstracts most of the modern graphics API bullshit you'd be dealing with otherwise.
But the line count is not pretty. It is efficient though.
I think the only real solution to these issues is to make a hobbyist platform like the Playdate but with actual full hardware control the way you'd be programming on a real Game Boy. I'd import the internals and 3D print something like that.
Anonymous
9/11/2025, 12:58:49 AM
No.106551738
>>106551065
yes. but I gotta admit, it's a good one.