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File: mario clone.webm (1008 KB, 720x540)
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Mario clone edition (aka /gedg/ Bing Bing Wahoo edition)

/gedg/ Wiki: wiki.installgentoo.com/wiki/Gedg
IRC: irc.rizon.net #/g/gedg
Progress Day: rentry.org/gedg-jams
/gedg/ Compendium: rentry.org/gedg
/agdg/: >>/vg/agdg

Requesting Help
-Problem Description: Clearly explain the issue you're facing, 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: >>101131984
>>
How does one even make a 2D mario engine?
How do the physics and stuff work?
>>
>>101180999
#impoert gpt
game = gpt.do("ayo I needs me sum o dat mario action knomsayin' and I needs it to be fast as shit you wit me homie? I dont want none of that slow ass shiet written by them pajeets, I want me sum o dat cracka ass code, so yo write sum of dat shiet for me rn my nigga")
game.run()
>>
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Finally I have done it
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>>101180999
it's simple AABB collisions
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>>101181446
Well done!
>>
>>101180999
https://lazyfoo.net/tutorials/SDL/

Learn how to put stuff on your screen, move the stuff in the screen and then either you have fun trying to find a way to make it work, or you can read the shiton of stuff about it online regarding physics in 2D game
>>
>>101180999
https://news.ycombinator.com/item?id=15484907
https://gist.github.com/1wErt3r/4048722
>>
For a sim game and/or rpg, what graphics would you enjoy?
>2D ascii tiles (i.e dwarf fortress)
>2D isometric pixel art (i.e FFT)
>simple 3D isometric on a 2D background (i.e sims 1)
>3D "virtua" style (what I mean by this is like virtua racing or virtua fighter, look at how the models there are simple low poly models with no textures, just colored triangles)
>3D PSX style, 2D on 3D (i.e xenogears)
>3D PSX style, 3D on 2D (i.e FF7)
>Full 3D PSX style
>>
https://youtu.be/ZUtdAtSA29s
>>
>>101182113
Any but ASCII would rather an actual text game instead of that
>>
>>101180999
Super Mario Bros. is disassembled and ported to C so you can just read how the physics work and copy/paste them.
>>
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>>101182113
>sim game
>>simple 3D isometric on a 2D background (i.e sims 1)
I'm cornering the market, sorry.

progress: cursors.
>>
>>101180862
I'm making a JRPG with nim and raylib. Any guide guides or resources for project structure when making a game with raylib bindings?
>>
>>101182439
Watching with bated breath. Will you add anime girls?
>>
>>101182642
>Any guide guides or resources for project structure when making a game with raylib bindings?
no
>>
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In UE5 how do I make flipbooks in vast quantities in 3D optimized? The engine already seems to handle LODing them away, but I want more, a lot more
If a group of the flipbooks can be kinda the same at one moment, how can I reduce the amount of objects maybe while projecting illusionary duplicates of sets of them? But I think UE handles object load ok and I could use more material logic or something
>>
>>101182113
>>3D PSX style, 3D on 2D (i.e FF7)
This is the best right now
Isometric is always good shovelware tho
>>
>>101181446
There’s SO MUCH information. Can’t wait to get to stuff like dynamic rendering that can simplify the process. I took a peek at the Sascha Willems examples and there’s already some simple abstractions I can do that will take a good chuck of weight off my main file. My one complaint with the Vulkan tutorial is the lack of visuals. Like I didn’t grasp queue families and the code behind grabbing them until I looked up my GPU details. The one step that did have a picture, the graphics pipeline basics introduction, was very helpful. I still need to visualize how swap chain images, image views, render passes, and frame buffers are all married to each other. The tutorial jumps around a lot in that area and you’re more or less stuck blindly following the text paragraphs. Synchronization was surprisingly easier but I imagine that’s where a lot of performance hiccups can happen if you don’t manage it properly. Overall I’m happy I skimped on OpenGL for Vulkan, it just feels clearer. Once I have a solid render framework going I can finally focus on math and shaders.
>>
>>101182946
>Overall I’m happy I skimped on OpenGL for Vulkan, it just feels clearer
copium
>>
>>101182665
>Will you add anime girls?
No I don't plan to. So the sims 1 like with anime girl is untapped market for you.
>>
>>101182970
Huh?
>>
>>101183024
You spend an entire paragraph describing how complicated Vulkan is and your dififculites learning it then you say you like it more than OpenGL because it's clearer
>>
>>101183034
Those things aren’t mutually exclusive. Yeah It’s harder but I'm not treating it as a bad thing, it’s opportunity to learn. There’s a lot of stuff I know about now and have control over that I didn’t with OpenGL. Obviously a hello world triangle isn’t going to provide everything. There’s plenty of material out there that has what I’m looking for.
>>
>>101183141
>There’s a lot of stuff I know about now and have control over that I didn’t with OpenGL
Yeah, but you don't need control over it, nobody needs to use Vulkan except AAA devs
>>
>>101182993
Tsk tsk tsk...
>>
>>101183146
lol wut
>>
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I was wondering if developing for a dead old console like the PS2 is a good choice for multiplatform development, almost any modern >$300 device can run some sort of PS2 emulator (windows, android , ios, macos,etc). I want to make my game >for free anyway. Its a shmup anyway so the code is not super hard to migrate from Godot I guess.
>>
>>101183169
Do you think you need mulithreaded work submission queues for your indie game
>>
>>101183177
and what if I did?
>>
>>101183201
Really, what's your workload? How many ms does your render system take CPU side?
>>
>>101183211
>Really, what's your workload?
Ur moms pussy
>>
>>101183239
you don't need Vulkan for that
>>
>>101183244
She likes to take multiple queues at the same time
>>
>>101183174
>Its a shmup anyway so the code is not super hard to migrate from Godot I guess.
I don't think you understand what you're getting yourself into
>>
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>>101183274
yeah, just did a couple of google searches and it's a retarded idea it seems, sad. I'll focus on Godot for now then.
>>
>>101181583
>>101180999
I second this, the lazyfoo tutorial is pretty good and that's what I started with. once you can draw rectangles and move them you can pretty much learn from there and build any 2d game you want.
>>101182205
got a link? I'd be interested to read that
>>101180862
I'll probably put up a demo for the progress day that's coming up soon. would be good to have some feedback on the basic physics and editor. I haven't put any effort into worrying about making it cross platform yet though, so it'll probably be windows only.
>>
>>101182129
>Anus

lel
>>
I gotta admit, as tough as it is to make an engine it’s great that the stress of legality is just poof gone. No licenses or anything.
>>
>>101182129
I have 0 budget, but surely my time has some value? If I put in enough hours I too can achieve some level of A-ness?
>>
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A nasty commit to get through, but now I can move forward.
>>
Anybody use win32 directly for input instead of glfw/sdl systems?
>>
>>101184864
I do
>>
>>101182129
>stretched A-ness
>>
>almost to the break point
>>
>>101183211
>>101183177
>>101183146
>>101183034
>>101182970
>Whinging about someone using Vulkan
Vulkan is complicated but it's the fun kind of complicated.
>>
>>101185459
Seeing people make things more complicated for themselves for no good reason gets tiresome
>>
>>101180862
why is aggy daggy missing a >
>>
>>101185468
>for no good reason
- It's honestly a great way to learn "modern" GPU programming fundamentals.
- The complexity is front-loaded. If you were writing a "fully featured" OpenGL renderer with all of the bells and whistles, honestly THAT would be complicated than its vulkan equivalent.
- Anything that means I don't have to touch the fucking OpenGL state machine is better.
- Much easier to target mobile and desktop at the same time (although I personally do not do this)
- I like being able to precompile my shaders and use specialisation constants rather than string maniplulation fuckery with GLSL at runtime.
- It's more fun. I write programs for fun.
>>
>>101185521
>- The complexity is front-loaded
No it isn't, it's just more complex period. The only advantage to Vulkan is performance that you absolutely don't need
>>
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Time for the wheel of fate to decide what programming language I must code in.
>>
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>>101185621
fuck
>>
>>101184864
Yeah win32 api is not too hard to use outside of setting up window for opengl. Input is pretty simple, I like using it
>>
>>101185634
Sad you're gonna have to 41% after using it
>>
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>>101185744
Decided to reroll.
This isn't any better.
>>
>>101185904
Is this a punishment wheel?
>>
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You know what, this is fine
>>
>>101185544
and nobody needs a custom game engine yet everyone here is making one
what's your point?
>>
>>101186003
There's benefits to a custom game engine
>>
>>101186009
there's benefits to vulkan as well
>>
>>101186093
Not unless you plan to get a job in AAA
>>
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>>101181446
I see your triangle and I raise you a cube
I can also move it (the camera) but I fucked up with the Euler angles somewhere and it moves in the opposite directions and wrong axis
>>
>>101186194
and there's no benefits to custom engines either unless you are implementing something really weird which most people aren't
and you could still use unreal/godot/other open source engine and modify it instead of reinventing the wheel
>>
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>>101185468
>complaining people purposely do more work for the fun of it/to learn something beyond slapping shit in unity/godot
>in a thread dedicated to making your own games AND engines
anon, are you lost?
>>
>>101186247
You can construct better workflows with custom engines than you'll get out of off the shelf shit like Unity
>>
>>101180862
A friend of mine wants to build a PC for game development. He is not too tech-savvy himself and just wants to get some work done. He mainly tinkers with unity but he will probably switch to something else eventually. Should he spend more money on CPU or rather GPU? Can you recommend any certain setups?
>>
>>101187057
i do dev on a 13yo 2600k and a 1660ti in unity.
everything depends on the project. what does your friend want to build? a photorealistic fps in ue5? yeah, a shitbox won't do.
>>
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>>101187057
r5+apu is all you need
>>
>>101186542
a) YOU can't
b) even if you could you won't
c) even id you did, in the time it would take you to accomplish this, you would have completed your game

making your own engine is as much as a waste of time as Vulkan. hating on the one and not the other is schizophrenia.
>>
>>101187403
I have faster development tools than commerical engines for 2D games
>>
>>101187057
>CPU or rather GPU?
GPU is generally more important for games but there are exceptions
E.g. in a game like Rimworld CPU is more important
Also CPU is important for compilation times while you develop
>Can you recommend any certain setups?
Buy the most expensive shit he can afford
>>
>>101187418
nta but genuinely interested what these tools are and how are they faster
>>
>>101187418
Doubt and also 2D?
Why do you assume everyone is making 2D?
>>
>>101187454
I mean my own game development tools / libraries I have created
When you make something for yourself and your needs you can cut out all the bloat, and you know exactly how it works
>>
>>101187469
I said that because I haven't made a 3D engine
>>
>>101187109
> what does your friend want to build?
a souls-like game I think. Even though I kinda doubt he will do this on his own since he doesnt really know how to code.
>>101187435
what makes a game CPU or GPU intensive?
>>
>>101187484
>needs you can cut out all the bloat, and you know exactly how it works
you can do that in open source engines as well and even unreal too
>>
>>101187492
You will never know exactly how open source engines work and you can't cut out all the bloat, the bloat is built-in
>>
>>101187500
Every single argument you have made can be used for learning Vulkan as well
>>
>>101187509
You aren't writing you're own graphics driver, you're just picking between Vulkan or OpenGL or DirectX
Vulkan is more complicated but gives you more performance (that you don't need)
>>
>>101187517
You don't need cutting out all the bloat either
>>
>>101187532
The less bloat the easier it is to work with
>>
>>101187538
And the more performant the happier the guy who plays it
Also OpenGL is becoming deprecated
>>
>>101187476
>I mean my own game development tools / libraries I have created
yeah i understood that, what imeant was what they are, what they do and how they help you
>>
>>101187486
>a souls-like game I think. Even though I kinda doubt he will do this on his own since he doesnt really know how to code.
tell him this:
learn how to fucking code before you spend shit on a hoppy you'll get bored of in a month, you dunce
>>
>>101183174
>I was wondering if developing for a dead old console like the PS2 is a good choice for multiplatform development, almost any modern >$300 device can run some sort of PS2 emulator (windows, android , ios, macos,etc). I want to make my game >for free anyway. Its a shmup anyway so the code is not super hard to migrate from Godot I guess.
jesus
this is retarded
just make a UE5 or Unity game that has the vibe, and it will have low build filesize because you used the same graphic principles they did, except you won't have any of the restrictions
>>
>>101187546
>And the more performant the happier the guy who plays it
If we're talking about Vulkan vs OpenGL then you will never be bottlenecked by this in a 2D game, for a 3D game with a large draw distance maybe
>>
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>>101187403
>making your own engine is as much as a waste of time as Vulkan. hating on the one and not the other is schizophrenia.
This is too short sighted
You can make enginelite tools very fast nowadays and the bar for game worthiness is lower than flash games so
I agree people should be working on Vulkan right now rather than weaving engine baskets because it will accelerate windows users dumping microsoft
>>
>>101187435
>Buy the most expensive shit he can afford
This is the most retarded cyan games apple itard opinion ever, you can get really good stuff used on ebay three times over if you backup and destroy a system or two
>>
>>101187552
What I mean is the way I make games is more efficient in some ways than commercial engines, and definitely more comfortable because they're patterns I developed myself
The hurdle you have to overcome is knowing how to engine dev and creating those low level tools, but I have my own toolkit with math, geometry, string handling and parsing, OS interface, data structures, GUI, etc than I can use already
>>
>>101187418
List of complete 2D games that were made with your extensively battle-tested blazingly fast development tools:
>>
>>101187546
>Also OpenGL is becoming deprecated
It's not. Stop spreading FUD.
>>
https://www.youtube.com/watch?v=c8QWjQ5RLQw
Holy shit
SM64 demake on GBA
This guy's NUTS
>>
>>101187915
Apple already has and Windows will too one day
>>
>>101188023
Actually, apparently OGL still works on iSlop. Jdh, who's an enginedev who works on Mac, uses OpenGL3, and says all you have to do to get it to work is to define a macro before including the header so the compiler doesn't throw a hissy fit
>>
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be honest with me anons, should i keep banging my head against a wall. ive spend the last couple of days with no luck on the following few input issues
>some keyboard layouts are missing keys, some keys are hidden behind shortcuts, some are hidden behind fn shortcuts
>not all keys have a name in the keyboard drivers, not even the us english driver, such as volume, browser, and media keys
>the onscreen keyboard has some really strange scan codes on some keys
should i give up on supporting all of this seamlessly and just drop all keys that dont play nicely?
>>
>>101188048
>>not all keys have a name in the keyboard drivers, not even the us english driver, such as volume, browser, and media keys
why do you want to suport this shit? also keyboard options are a thing
>>
>>101188023
Vulkan isn't supported by apple at all so that's kind of a moot point. The fact that you can get vulkan to work on apple is a testament to the fact that official platform support doesn't matter. The only parties that have the power to deprecate OpenGL are graphics card manufacturers.
>>
I've been toying with the thought/idea of demaking a late 90s or early 00s PC game for a limited/scuffed but popular old platform (i.e NDS, N64, DC, etc, even GBA) using the official PC game's assets but preprocessed/optimized for the platform at compile time, something like Portal 64
Throw me some further ideas for this thought experiment (i.e, what games could be done on what platforms? how would the game function differently? what would be the new control scheme? what features would have to be cut?). I'm thinking maybe something like a Morrowind or Daggerfall on NDS, The Sims 1 on N64, etc...
>>
>>101188226
because every game needs keybinding options, and ive had my annoyances with games that lists the keys incorrectly, which is very likely due to them just defaulting to the american keyboard layout. so for me to have the correct keys listed i need to know the layout and i need to know the name of it
or are you asking about why i want to support volume, browser, and media keys?
>>
>>101181446
https://www.youtube.com/watch?v=rgUksX6eM0Y
>>
>>101188048
I just have a thread that maps scan codes directly to a concurrent bool array and then use a massive switch statement to do things when a key state changes, I only map the keys I need and can add more any time
>>
>>101188592
thats not really the same, i want this as settings that a user can change
>>
>>101188328 (me)
Fuck it, I brainstormed a bit as to how an N64 demake/remake of Sims 1 would function. https://pastebin.com/tFqTM0pt
I got stumped with the content/savedata part however. The game would have to be heavily cut down or compressed to fit read-only content in a 64MB rom and save data in a 128KB sram chip, and I'm not sure how it should be "cut down".
>>
>>101187057
>Should he spend more money on CPU or rather GPU?
if I were to answer this literally, then obviously GPU because those are overpriced, the fastest gaming cpu (7800x3d) is only $350. but gpu is also more important for games anyway
>>
>>101187690
I'm not buying a PC with someone's cum on it
Not only "your" PC is a roastie that someone took her virginity and repeatedly raped, but used goods means shorter lifespan too, it could even have been overclocked too
I'm not dumb enough to buy apple, but I'm not poor nor a cuck either
>>
>>101190788
>I'm not buying a PC with someone's cum on it
that's oddly specific
>>
>>101187486
>what makes a game CPU or GPU intensive?
I guess if they perform a lot of non-graphics related calculations?
I don't think your friend is smart enough to make one of those though.
I know Rimworld for example is CPU-bottlenecked because it uses really advanced pathing calculations for your pawns and your colony size is literally limited by your CPU
>>
>>101185904
Hell is here
>>
>>101190788
>it could even have been overclocked too
ohnonononoooooo. kek
>>
>>101188048
1. wasd is the default for many games, requiring some international keyboards to rebind, problem solved.

2. If the key doesn't have a name, let the user use it still. To print the current keybinding for nameless keys, just print the code, the user will know what key they pressed. Though, make sure to give your own names to keys if they're the defaults (so the default keybinding isn't a keycode the user doesn't understand)

3. Idk
>>
What are some good libraries for making a 3D game in C#?
>>
>>101191436
godot
>>
>>101191436
C++
>>
Say I want to try to make a 3D game from scratch just for fun. It will probably be freeware.
What should I do:
>Use OpenGL1 and target platforms supporting that API
>Make PSX homebrew
>Make N64 homebrew
>Make DS homebrew
>>
>>101191944
Next gen AAAA PS6 game
>>
>>101191944
Be a fucking normal person and use OpenGL 4.6. The fact that you suggested 1 shows how retarded you are.
>>
>>101192035
>Be a fucking normal person and use OpenGL 4.6
>4.6
too new, sorry.
I have a 3060 GPU, but potential players may not.
Best I can do is 3.3.
>>
>Godot is garbage
>Unity is a hot mess
>Unreal is highly beginner unfriendly
>Developing from scratch can be quite difficult, especially if you're using a newer 3D graphics API
>Raylib's 3D capabilities are kinda scuffed
The fuck do I do?
>>
>>101192093
Stop being a bitch
>>
>>101192093
Sokol is nice, the thing about Raylib is that it's so easy and readable you can extend it, mix native opengl code with it, or straight up change the original function. Sokol is more advanced.
Don't be naive and look up source codes, even Godot's, the whole engine may be hot garbage but studying how it renders can get you so far, or check Doom 3, or Team Fortress.
Set your expectations first, don't be a retard and go for a nice stylised artstyle, they're always be timeless, chose a realistic art style and you will get screwed no matter what.
>>
>>101192093
>Unreal is highly beginner unfriendly
It’s not but it’s also a hot mess
>>101192118
This
>>
>>101192063
OpenGL 4.6 was 8 years ago anon, when it was DEPRECATED. You’ll be hard pressed to find hardware that doesn’t support it. You’ll be fine.
>>
>>101192093
ThreeJS
>>
>>101192188
my computer only supports 1.4, I use software emulation for anything beyond it lol. check mate atheists.
>>
>>101192214
That’s just sad
>>
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>>101192222
I know, you'd be surprised how far I can push it, made me learn that even the oldest openGL implementations had extensions, althought I've only seen one wizard use it for a retro 3D game, it's a learning experience of its own.

This is why emulation is superior, I can even play PSP games fine, as long as it's not that intensive, PS2 gen may be a hit or miss, anything similar to NDS and bellow works fine. I made a bullet hell game using software rendering in SDL2, it works fine, the thing is that with SSE2 you can do even the most retarded things faster. You'll embrace the power of CPU rasterization once you realise it's everywhere in native programs.

Also openGL sucks on old hardware because fuck intel integrated graphics, DirectX is better, just use your own draw commands and handle them per API in one place, Another world made a virtual machine for the whole game not just rendering, it looked great, it ran fine, it got ported everywhere, and that was in 1991.
>>
>>101192214
Is your computer literally 20 years old?
>>
>>101192421
yes sadly
>>
>>101191944
>>Use OpenGL1 and target platforms supporting that API
If you wanna use an old OpenGL version, then you should do 2.0 so you don't need extensions for shaders.
>>
Should I heavily modify Godot, heavily modify Irrlicht, heavily modify Raylib, or just use the three as reference for my own engine?
>>
>>101193202
why do you need to heavily modify them?
>>
>>101193202
What game would you like to make?
>>
https://www.youtube.com/watch?v=D9oO4L0vt_U
This guy convinced me to start my own 2D engine with Odin + Sokol, I did C and OpenGL in my uni years then Java/Kotlin for 5 years after, is it a good idea?
>>
Should I use SDL2 or use the platform's api (i.e Win32, X11, etc) directly?
I thought the former would be better but I see projects like Godot and Handmade Hero opting for the latter so I'm not sure.
>>
>>101193643
Just use what gets the job done and what you know. Best way to achieve something is to stop bothering about pointless stuff and get shit done
>>
>>101193643
Just use SDL
>handmade hero
I wouldn't imitate a project that never got finished
>>
>>101186194
I thought it was already established that independent games can have A-ness as well.
>>
>>101190829
>I don't think your friend is smart enough to make one of those though.
He is trying his best, although yeah, he should really learn to code. A while ago he had an issue with mounting ISO file, so I had to help him with that as well.
>>
ahhh I fucking hate how much I still need to do for my gui library
>>
>>101192338
I swear this guy comes back every week with a new bullshit argument to try and pretend software rendering is a thing
>>
>>101194325
>software rendering isn't a thing, it never was, it's just a massive psyop by "Big CPU"
This is your brain on Big GPU
>>
>>101193310
>Sokol
it's nice, you can use any language with it really, pick something you'd enjoy
>>
>>101194373
It was a thing 25 years ago
>>
>>101189108
Target the 64DD and you can have up to 32 MB of writable storage (at the expense of ROM space).
>>
>>101194373
cpu rendering predating gpu rendering is an Atari psyop. Think about it ... 'graphics' is in 'gpu' but not in 'cpu'. Ever wonder why?!
>>
>>101194566
>Fro
stopped reading right there, fucking namefag
>>
>>101194128
it's not about learning to code, didn't mean to be offensive
this kind of stuff is turbo-autism way above normal coding level autism
>>
>>101194552
Hmm, you've got a point. I did also toy with the idea of "optimizing" the format for Sim files into a custom condensed format (i.e any numbers that are never outside the range -100 to 100 are turned into signed bytes, etc...), but that could work too -- assuming libdragon supports 64DD. Does it, even?
Though -- I think libdragon's SD card support (via flashcarts) allows writing to the sd card too.
Though I don't have an IRL N64+flashcart, nor do I think any emus emulate the flashcart sd interface yet.
>>
>>
>>101193643
I actually think it's not that hard to make your own middleware, EXCEPT for audio on linux. That shit is a total clusterfuck. I've done it myself a couple years ago with pulseaudio and I just switched to SDL afterwards anyways.
>>
>>101185904
Congrats, now you have to use both.
>>
>>101187057
There are virtues to developing on a low-end machine, but there are also virtues in not having to wait on compile-times.
>>
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Are there any good resources for making sky shaders in Godot?
I've just barely managed to cobble together one that uses directional lights for the sun and moon but adding anything else (e.g., clouds or stars) will probably break it.
>>
>>101197239
I made stars by sampling barycentric coordinates on a geodesic mesh.

>>101188592
So if the player taps a key quickly enough your game won't pick up on it?

>>101195832
What font is that? (Asking for no particular reason)

>>101195850
Just write to /dev/dsp it's not that hard bro.
>>
>>101197239
>>101197440
Eh, let me be more explicit. The shader goes like this:
vertex_shader_main() {
uv = [(0, 0), (1, 0), (0, 1)][glVertexId % 3]
}
fragment_shader_main() {
star_brightness = rand(trunc(uv * 10.0));
}

There's probably stuff to make the stars not look like triangles but I forget the details.
>>
>>101191106
>1. wasd is the default for many games, requiring some international keyboards to rebind, problem solved.
thats true, like 90% of keys are fine, however on for example f13-f24, sysrq, pause/break, right alt (not alt gr), right windows, and others are missing from my layout

>just print the code, the user will know what key they pressed
its not the best option since youd end up with keys just labeled as "E01D" instead of "Right Shift", so atm im trying to get the name from the active keyboard layout, then if theres none i try to get it from the american layout, and finally if theres none such as with the media keys, id be forced to default the names to a reasonable name, like (scan code 0x0000, vk 0xad) would be "Volume Mute".
not to mention the pains of not having a scan code for it

>Idk
me neither, it looks like they are all just problematic because they have the 0x80 bit set. now this confuses me greatly since windows says 3 different things:
>the scan code is 7 bits long
>the scan code is 2 bytes long
>the scan code is 3 bytes long
what a cluster fuck
>>
>>101192093
make your own engine
>>
>tfw used copilot to write 95% of my code
My 1 shot of making money is going to be (rightfully) stolen isn't it
>>
>>101197777
>f13-f24
Never heard about those ? I have used yuropoor keyboards of all sorts, is it something from your region ?

>the scan code is 7 bits long
>the scan code is 2 bytes long
So far so good, it just means that a byte is 3.5 bits long, microsoft engineering is just on another level Anon
>>
>>101198526
those are on some older ibm keyboards, on my laptop im missing a few standard keys, like right windows, the application key, pause, break, sysreq etc
the fact microsoft made some apis expect 7 bits to translate a scancode thats either 1, 2, or 3, bytes long baffles me
>>
Why is Defold bad for 2d steam cashgrabs? LUA seems just enough
>>
>>101198636
who said it was bad?
>>
>>101198605
I have very little knowledge about the windows API so my first thought is that it has to do with standard ASCII fitting on 7bits. While extended needs 8 and wchar_t starts at 16 so 2 bytes for normal people. But then 3 bytes I have no idea.

My experience is that some games handle unknown keys much better than others. I'm also interested in a good solution so I'll take notes next time I notice one. Today is progress day, no gayming for research purposes.
>>
>>101198884
they did match all the ascii numbers and letters to the same virtual keys, so in that regard it matches up, everything else is fairly random, but then theres the extended keys which all have an 0xE0 prefix, then theres more extended keys with an 0xE1 prefix, and lastly the very rare 3 byte scans, in particular pause has the sequence 0xE11D45 0xE19DC5, and god knows why they just had to make it a two 24 bit sequence

i really dont want to have to try to read keys directly from the driver if its even possible to get lower than what rawinput offers

>Today is progress day
shit, i dont have any progress to show, just struggling with things 95% people wont need
>>
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>>101192093
2D
>>
>>101180862
pretty solid physics
>>
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Created an event system. I'm very proud of how it turned out.
>>
>code needs a refactor
welp time to start a new project
>>
>>101199992
kek this is my third
>>
>>101184618
I think reading and understanding a license agreement is easier than creating a competitive game engine
>>
>>101200035
he probably hasn't even started yet
>>
>>101200035
you don't need a competitive game engine for your game
>>
>>101199984
whoopty doo
>>
>>101200035
explain indirect damages in the warrantiwa
>>
>>101199074
man I want to play it and finish it again, I had the Crystal one
>>
>>101199992
me too, me too
what will you make this time? ill make a triangle
>>
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Something is definitely missing on godot4 web exports, but I don't what you'd call that. The scene lighting looks kind of... simple? Left is web, right is default settings
>>
>>101200226
If you mean warranty, for my engine's license it's quite simple:

>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
>>
>>101200744
>he copy pasted it without knowing what it means
weve all been there
>>
I'm fienin' for somebody to post his version of 32 bit lights or skies
>>
>>101200792
>It's explained, as is without warranty of any kind. Using any two cells you may have in your brain the damage policy, direct or indirect should be pretty straight forward.
>>
>>101200809
>he doesnt know what the words means, he just copy pasted them from somewhere else
>>
>>101200819
Can anyone even project this hard. Don't take it too personally, licenses are generally much easier to read and comprehend than whatever rat's nest of an engine you've cooked up.
>>
>>101200716
do you mean how the right one has a depth of field post processing effect and the left one doesn't?
>>
>>101200843
oh no, I already know web exports doesen't support native DOF (nor occlusion culling), but the colors aren't the same color and shadows seem really sharp
>>
>>101200840
then tell me what it says
>>
>>101200889
I'm not playing your sperg game, it's plain english. It's not my fault your ESL ass doesen't understand what any means
>>
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>>101200864
Here's another example with disabled DOF for better comparison. It's just like the light is over exposed. The engine says these lights should be fine with forward_plus renderer on any platform, but exporting to web they just dissappear
>>
>>101200918
because "tort" is understandable to most people
dont fault me for telling you that you dont understand what is in your agreement
>>
>>101200932
they seem overexposed for some raisin
>>
>>101200960
Way more understandable than building a game engine. Even if your feeble mind doesen't understand words on paper, you can hire someone who does for less than paying people to build an engine for you
>>
>>101200864
>oh no
ok fuck you then
>>
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>>101200035
>>101200226
>>101200744
>>101200792
Stallman-sama did the work for us. What's the issue?
>>
>>101201009
communist license
>>
>>101200990
Wow, hostile. But finding out why it does this could be beneficial for other masochists who are hellbent on using this engine. Scouting around in web it seems even though the engine says it's using forward_plus it's actually falling back on some settings regardless. The only solution redditoids have found is to use compatibility mode for everything, but that has barely any features.
>>
>>101201015
Freedom and Communism are at odds tho?
>>
>>101199074
How would a Simslike work in 2D though?
>>
>>101201015
Only if you want to take unfair advantage of work people have already put in
>>
>>101201009
i dont like anything he has touched, it always reminds me of the retarded goat mascot. one cannot take it seriously
on a serious note, gpl is one of the worst choices if you arent a foss cultist
>>
>>101201049
>foss cultist
>>
>>101201052
are you? im not, its mine, not yours
>>
>>101201043
It's got nothing to do with fairness, it's a license design to propagate communism
If you want to release something for free just release it for free without strings attached
>>
>>101201049
>Torvalds vs Tannenbaum
Fuck off to your orange site if you're a retard.

Stallman is stupid in many ways, but he has done more for software for us than anyone else
>>
>>101201089
>Torvalds vs Tannenbaum
i dont know what you are talking about
>>
>>101201089
his contribution to software is writing some basic tools in the 70s and 80s for Unix
>>
>>101201097
So go learn something before talking shit, retard
>>
>>101201078
exactly will no one think of the jews?
>>
>>101201107
dont look at stallman's early life section on wikipedia
>>
>>101201104
i wont "educate myself" why dont you educate me instead since you know what you are talking about
>>
>>101201027
you post two clearly different images to bait a reply so you can go on some retarded tangent about how you already knew that, fuck off
>>
>>101201078
>It's only free if Jews can steal it from me and profit from my work >:(
>>
>>101201132
If you don't want people to profit of your work then don't release the source code idiot
>>
>>101201117
jew doing things for free > jew jewing your shekles out of you
>>
>>101201120
>i wont "educate myself"
Sorry, prefer not to engage with brown people
>>
>>101201147
not all jews!
>>
>foss bad, corporate paid (with preferably recurring fees) slop good
>>
>>101201153
okay saar
>>
>>101201162
GPL is shit, fortunately nothing in the gaming space uses it
>>
>>101201156
choose wisely between the two, is all
>>
>>101201174
Oh so this is just about GPL then? Fair enough, just use MIT or zlib.
>>
>>101201175
>the jew who ideologically brainwashes me vs the jew who takes my money
i pick none
>>
>>101201117
>>101201156
So was Fischer?
Typical Jewish tactics of trying to discredit any Jew that doesn't tow the line and drink baby blood
>>
>>101199074
>>101201038
Bump. I really think this kind of game wouldn't work in the style you posted.
Maybe isometric pixel art, but imagine the pain of making thousands of modular animated pixel art for the characters.
>>
>>101201174
>GPL is shit
as opposed to what?
>>
>>101201184
no, you clearly pick the jew that profits of your free software and gives you none, that's what you were trying to say here:
>>101201078
>>
>>101201174
You don't even know how GPL works
>>
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>>101201038
It's called Rimworld
>>
>>101201238
But what about more than one floor?
>>
>>101201213
>I'm going to release my code for free
>But people aren't allowed to profit from it!
learn what free means
>>
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>I'll use a permissive license
>>
>>101201246
z-levels ?
>>
Why are there freetards in the gamedev thread?
>>
>>101201252
isn't that what stallman license is?
>>
>>101201127
It's literally the same build, only the export target is different. If you have the energy, download any default 3d project in godot and web export it. No need to be cranky even if I knew about one of the shortcomings of the platform already, it doesen't make your contribution any less valuable
>>
>>101201259
I never really found z-levels intuitive for this type of game.
If you wanna go more than one level/story and want it to be 2D, I think it's gotta be isometric, but still, I don't know how the characters would be represented as modular/animated pixel art.
>>
>>101201174
DCSS is under GPLv2 from what I can see and it's still a better game than most AAA slop jew corpos shit out every quarter. Devs are a bunch of fuckups but that doesn't change the point.
>>
>>101201295
>1 game out of 100000 is GPL, this is significant somehow
why don't freetards understand the 'arguing with exceptions' fallacy
>>
>>101201303
Raising the bar is also a fallacy, which you're happily indulging yourself, going from "no game" to "not enough games"
>>
is the field of actual graphics tech finished? research is all MhelL now
>>
>>101201323
what bar is being raised?
>>
>>101201329
video game graphics have reached a point of diminishing returns
>>
>>101201212
writing your own
>>
>Haven't been doing engine dev for a few months
wazzup, did I miss anything new, beside triangles? made in Vulcan using glVertex( 0.0f, 10.0f, 0.0f)?
>>
>>101201333
The bar from nothing to it's the exception. Also pygame and old SDL use LGPL and I've definitely played games that them so I would consider GPL part of the game dev world.
>>
>>101201385
Less than 1% of game software is GPL you delusional moron
>>
>>101201349
i should have been clearer. i mean graphics research is all training this n-word network and generation with that transformer, not mathematical simulation and rendering like even the early 00s
>>
>>101201378
whats an oid?
>>
>>101201400
NTA but sources for that statistic?
>>
>>101201443
how many games do you play that you have the source for?
>>
>>101201458
Just asking for the raw statistic.
>>
>>101201378
>3 function names with 3 different (bad) styles
>Inconsistent spacing
Disgusting. Please clean up your code, anon
>>
>>101201469
obviously there isnt one
>>
>>101201400
I'm probably a moron but I'm not delusional, I know it's a small portion of all the gaming related code. Still it exists and that's all I'm saying.

>>101201458
Most of the games I play are open source and it's not out of GNU zealotry or poverty. If Dice/EA slop was released FOSS I would still not be interested.
>>
>>101201491
>Most of the games I play are open source and it's not out of GNU zealotry or poverty
I really doubt that seeing they're so incredibly rare
>>
>>101201281
Ok, I asked /agdg/ and they said just to do 3D then.
>>
>>101201503
Are you trying to tell him he doesn't play free software games?
They're only rare if you're a consoooomer tard.
>>
>>101201531
It probably is because if GNU zealotry, because you can count the number good FOSS games on one hand
>>
>>101201540
>ummm, let me tell you what you think and do
I'm not even the original anon, but you are just a colossal faggot.
Go back to your consooooooming
>>
>>101201560
you know you're still consuming a game even if it's FOSS right?
The statistical likelyhood of you only playing FOSS games is very low because they're very rare
>>
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>>101201503
I play mostly roguelikes and the best ones are free. But I know there are good FPSs and RTSs available also. But next you'll tell me those games aren't good or something like that.
>>
>>101201619
>pic
Kek, I almost choked
>>
>>101201619
>know there are good FPSs and RTSs available also
There aren't, unless you count the C&C re-release that includes the source
>>
>>101201783
Literally all of IDsoft's games before quake 4 are open source
I'm convinced you're just a troll now.
>>
>>101201815
I guess, they were made open source a long time after release though
>>
>>101201833
What's your point exactly ? Big corpos that make millions and assrape their fanbase (and their devs) with every release don't do FOSS ? I think we all figured.
It doesn't take away the fact that some good games out there are open source even if they don't get a billboard and a review in the Washington Post.
>>
https://medium.com/@austin-starks/i-spent-18-months-rebuilding-my-algorithmic-trading-in-rust-im-filled-with-regret-d300dcc147e0
>>
>>101201963
My point is literally nobody does FOSS, big companies, medium companies, small companies or individual developers
FOSS is completely and utterly insignificant in the gaming world, and thank god for that
>>
>>101201974
i just read the title and im laughing already
>>
if you don't have sub 200ms reaction time you should've be a game dev because all your decisions will be based on a dementia patient (you)
>>
>>101201977
>big companies, medium companies
true
>small companies
debatable
> individual devs
That's just wrong.

>FOSS is completely and utterly insignificant in the gaming world, and thank god for that
Why ? As the other Anon mentioned, IdSoft released their engines and some of us are grateful for the learning opportunity.
>>
>>101202042
No it's not debatable. It's well under 1% for all of those categories. If you disagree you're simply ignorant
FOSS would be a terrible business model for game development
>>
>>101185521
i'm dubious of the implicit assertion that YOU can reimplement half of ogl driver, but better
azdo is all a hobbyist or even indies could ever need and it's much less work than whipping up the equivalent in vk
the only useful thing vk has for a hobbyist over gl is validation layers
>>
Is the rust fad over?
>>
>>101202224
yeah we full zig now
>>
>>101201246
What about it?
>>
>>101202224
41% kicked in and culled the shills
>>
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Any good gamedev/game-programming books from 1996-2001? I have a couple opengl1 books but that's about it
>>
>>101201974
>async
>>
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Hi frens. Just installed Godot. Wish me luck boys!
>>
>>101180862
Little update, cleaned some old code, worked on HLA, started new GUI library...
>>101177782
> Are you making this from scratch?
Yeah, sorry for late reply, I'm busy with code and other projects, rarely post here nowdays.
Image related, I write all code from scratch and draw all pixel art in GIMP (art sucks).
Game will be FOSS, right now I got stuck on implementing 'else' keyword in HLA in less than 10 SLOC, so I'm working on Ashlands biome landmarks (map decorations).
Making more dead trees, mountains, hills, lava cracks, volcanoes, and after that I'll do the same for other 5 biomes. I'll have to do some more UI stuff later, since it got stale...
>>
>>101204053
Congrats on starting your transition!
>>
how much of a performance overhead do bgfx users typically pay? anyone got benchmarks, especially for gpu-driven workloads like gpu occlusion culling? I'm in the weeds of vulkan and my renderer is pretty established but now I'm wondering if bgfx makes sense for portability. I might spend some time making a bgfx "backend" to compare
>>
>>101204091
I spent too much time in MonoGame reinventing wheels and coding basic shit that has already been done a gorillion times when I realize I just wanted to make a game instead.

Already ported half my game over in a hour I spent weeks building from scratch prior.
>>
>>101204150
>I spent too much time in MonoGame reinventing wheels and coding basic shit that has already been done a gorillion times when I realize I just wanted to make a game instead.
for example?
>>
>>101204212
Tilemaps, including importers for Tiled format
Texture atlases, including importers for libgdx format
GUI, without having to rely on imgui
Actor AI & pathfinding
Raycasting
Sprite animations
Basic orthogonal camera with viewports

Without having to rely on external packages, which are often wonky (MGE) or broken (Nez)

Just to name a few
>>
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>>101204259
Now you can have fun reimplementing them when you find out that half of them are shit or broken in Godot
>>
>>101204354
You got some sources to back up that statement?
>>
>>101204380
I used Godot for a few weeks and realized it's the typical shill garbage.
At least for 2D, didn't try 3D and many basic things need plugins which you hope work.

If they called it a framework, I'd be fine with that, but as a game engine it's severly lacking, broken and poorly documented.
>>
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#pragma once

#include <cassert>
template <typename Derived> class Singleton
{
public:
Singleton()
{
if (!instance)
{
instance = (Derived *)this;
}
else
{
// TODO(chris): fatal error here
assert(false);
}
}

static Derived *GetInstance()
{
return instance;
}

virtual ~Singleton() = default;

protected:
static Derived *instance;
};

Singleton chads wwa?
>>
>>101204840
User declared destructor invokes rule of five, hombre. Also you can/should make the constructor protected and return a static local from the getter, rather than a static data member. This isn't Java.
>>
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>>101204840
>#pragma once
Umm, excuse me sir, but this is not defined in the C++ standard and therefor is a stink code smell
>>
>>101205107
What if my constructor for the derived class needs arguments? Then I can't use the
static Derived *GetInstance() {
static Derived derived;
return &derived;
}

solution.
>>
>>101180862
Vulkan and C
3D RPG.

Next on the agenda is probably going to be the Underground part of the chunk.
>>
>>101204840
check mine
#pragma once

#include <cstdlib> // free, malloc

#include "meta/assert.h"

namespace stuff {

template<typename T>
class Singleton {
public:
static inline T& the()
{
if (s_instance == nullptr) {
// Allocate memory for this instance
s_instance = static_cast<T*>(malloc(sizeof(T)));
// Call the constructor using "placement new"
new (s_instance) T { s {} };
}

return *s_instance;
}

static inline void destroy()
{
if (!s_instance) {
return;
}

// Call the destructor
s_instance->~T();
// Deallocate memory
free(static_cast<void*>(s_instance));

s_instance = nullptr;
}

// Remove copy constructor and copy assignment operator
Singleton(const Singleton&) = delete;
Singleton& operator=(const Singleton&) = delete;
Singleton(Singleton&&) = delete;
Singleton& operator=(Singleton&&) = delete;

protected:
Singleton() {}

// Constructor token
struct s {};

private:
static T* s_instance;
};

template<typename T>
T* Singleton<T>::s_instance = nullptr;

} // namespace stuff

you use it like so
class MyClass : public stuff::Singleton<MyClass> {
public:
MyClass(s) {}
};

MyClass::the();
>>
>>101205459
>>101204840
>Using slow, convoluted shit
ngmi

>>101205365
Looks cool. Is it just a heightmap?
>>
>>101205539
It's marching cubes with Perlin noise.
>>
>>101205539
>retrieving a pointer via a member function is slow
lol
>>
>>101205582
>automating memory management
yeah, slow. C++ programmers focused on performance don't use RAII for a reason and, if you don't care about performance, why use sepples?
>>
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Whew, set up a basic OpenGL1 engine.
>>
>>101206038
>Whew
ngmi
>>
>>
>>101202138
It's obvious that you've never actually touched Vulkan before.
>>
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>>101201246
Don't do it unless is really meaningful for the story or gameplay. If it doesn't bring more fun via gameplay mechanics, or more compelling story telling then it will be a massive waste of time.
YTRA*OT*D*FGGSMAR.ATXOEGLBFZGPABSYSECGMNMTQA*RDOIY*EPDYPGEBPADMBQN*TLO.YD.YNSIGTNEQFRPAQ.VDOKOXDD*KGEBPADMBQNZOISCRFIHAY*EDEYPNGXFPDAM.FRPAX*.VEOYGBF*IVGTIASNF.AATKYDQNGBNZCH*TADOOLIYGDYBGTYPAN
>>
>>101205699
>management
there isn't much management with singletons you tard, they live the entire process' lifetime
>>
>>101206295
>simslike
>story
>>
>>101201246
>>101206318
>what is dwarf fortress
>>
reminder: using smart pointers is a skill issue
>>
>>101207078
the overhead is so minimal though, barely non-existent on unique_ptr, why do you care
>>
>>101204840
class Something
{
public:
static Something& get()
{
static Something s;
return s;
}
private:
Something();
}
>>
Baked fresh

>>101207946
>>101207946
>>101207946
>>
>>101201974
Wtf, has this retard considered moving functionality into helper functions, the go function doesn't look much better



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