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/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
Render bugs: https://renderdoc.org/
Previous: >>103088648

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.
>>
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After thinking a bit, I'm pondering if making a pokemon-like might not be worth it. But I can't decide on what to do instead. Any suggestions? I prefer making games that are either sandboxes, simulations, and/or rpgs.
One thing on my mind is some sort of "infinite tabletop rpg simulator", but I'm not sure how it would work -- it's just a one-sentence idea that popped up in my head.
>>
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I think I want to do a TIs-100 / ShenzenIO clone but a ways more with real stuff I know from embedded programming and bit more powerful chips (e.g. 8-bit architecture with 8 regs and 256 bits of on-chip memory) and binary/hexadecimal.
>>
where are the gamedevs at
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been spritin
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>>103126134
salary slaving but ready for a weekend of grinding
>>
>>103127034
>weekend of grinding
that's what she said
>>
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>>103127137
>that's what she used to say and do
>she loved being on top
>she broke up with me
>already taking pictures with some new guy
>devvin alone this weekend
>I have to see her tomorrow when she comes and picks up the rest of her shit
not a good feel bros.

Oh well. I'm doing a game jam next week. So I'm setting up a test game to see if my engine is ready to work for that purpose. The structure of the engine isn't great, but I should be able to bootstrap something ok.
>>
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Is there a place to get people that can test screen a game for me?

Like I can just list my game and people will test screen it?
>>
Anyone know any good recurring game jams I could join as dev practice?
>>
>>103127358
Not for free, no
>>
>>103127358
>>103127362
we've done "progress days" here before, but not in a while.
You could just post a link here and see if anyone plays it.
Or go to >>>/vg/agdg
>>
>>103127223
what jam?
>>
>>103127551
local one that's getting put on by a gamedev meetup group.
New Hampshire area.
>>
>decide to try developing a game
>no experience at all
>can't for the life of me figure out how to make my character move at all.
I feel like i'm stumbling on the starting block already.
>>
>>103129213
x = x +1

done, you just moved your character by 1 pixel.
>>
>>103129213
Just read a game dev book, bruv.
>>
>>103129213
try to do some math on paper
if you're doing stuff from scratch that is
you need to settle on how you're going to organize your data
>>
How do emacs users here debug their projects? Do you simply run GDB TUI inside your editor, do you use other packages?
>>
>>103130199
not emacs but I'm an nvim user here, I just do ":! [command that calls gdb and shit]"
>>
>>103123798
bump
>>
I'm having trouble coming up with any unique game ideas. I tried going through the kinds of design processes sakurai went through (i.e analyzing and deconstructing a genre and its game essence, going through a ton of random thoughts via trial and error as an answer to a random question/problem, etc), but I'm just drawing a blank
>>
>>103130404
I would return to this general when you have a game that actually NEEDS to be made.

Stop trying to force it before you end up spending 6 years on a roguelite steampunk hack-and-slash
>>
>>103130455
>roguelite steampunk hack-and-slash
I don't really want to make those kinds of games anyway. Though I guess sandboxes don't need to be made either.
>>
Anyone know a good alternative to vscode that ISN'T vim or emacs? Getting tired of vscode's resource hogging
>>
>>103123775
> compiling and writing code ontop of raylib
> works flawlessly ootb
> compiling and writing code ontop of jolt
> works flawlessly ootb
> trying to compile & include raylib+jolt in same project
> shit hits the fan, one error after another
yes, i am shit at cmake and all that, but that really put me off. did anyone manage to run them both at the same time?
>>
>>103130991
Kate, Sublime Text, good old Geany.
If you are on Windows, Notepad++ may be good enough with some adjustments...
Why not vim/emacs, though? Setting them up is not that bad, if that's your concern
>>
>>103130991
akelpad
syntax highlighting, file picker, zero sysreq
>>103131355
np++ is tranny polware
>>
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Some progress on the roof placement tool.
I added roof type picking via the ui and show the select roof type on the cursor.
I'm currently adding walls when placing a roof and only the gable roof type is done right now. more to come.
>>
>>103131402
>akelpad
>look it up
no thanks, just looks like np++. also linux only like np++
Also I do not care about political bullshit, I just want a good text editor for gods sake, and none of the editors either of you mentioned do it for me (I already tried kate and geany, they don't do it for me).
>>
>>103131436
*linux only
windows only, sorry. meant that. I use linux, need something on linux, not something windows only. freudian slip
>>
>>103130199
Emacs has its own gdb frontend just M-x gdb and maybe M-x gdb-many-windows too if you want to open everything at once. Also wouldn't hurt to debug in another frame unless you want to mess up your layout.
>>
>>103131230
okay i decided not to build&link shit myself as it sucks. via vcpkg it works fine, although still took more tinkering that i'd like and i don't get the newest libs versions. still newer versions than conan would give me, so ill just stick with this configuration
>>
>>103131436
I'm gonna be real with you: you're the problem
They "don't do it for you" because you're trying to adapt them for your workflow instead of adapting your workflow for them, and that's not how text editors work. Until you learn this you'll never find what you're looking for, nothing will be good enough.
>>
>>103131420
nice
>>
>>103131919
Text editors shouldn't have to be as rigid as Notepad.exe
>>
>>103132677
take an open source one and modify it to your very special boy needs
>>
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>>103131919
Change up the wording a bit and it sounds like what I was trying to communicate to my wife earlier. Illustrates a fundamental difference between a man and woman.

>>103132677
Kek. Reinforcing the above. Nothing is ever good enough. Tool isn't good enough? Make a new tool. But then again that would get in the way of bitching about the tool not being good enough. Such is the moral and existential conundrum of the feminine mind
>>
>>103132869
Sounds like you need a marriage counselor.
>>103132741
No thanks, I'll just keep using vscode at this point.
>>
Is this the text editor general?
>>
>>103132886
>No thanks, I'll just keep using vscode at this point.
Thanks for the update, good talk champ.
>>
>>103132886
>Sounds like you need a marriage counselor
You sound like a woman
>>
>>103133071
I'm not. But if you respond to "you might have a broken marriage" with "lol you a woman/tranny or what?" then it appears you may have a problem.
>>
>>103133191
sadly /g/ doesnt have an age filter
>>
>>103133191
I point out a fundamental difference between masculine and feminine thought and you automatically assume I have a broken marriage. Jumping to a wildly negative conclusion based upon almost no information is the Hallmark of a woman's thought process so you're either a faggot or a woman either way you possess a feminine mind. If you decide to engage in romantic relationships the sooner that you realize that a woman has more in common with a child specifically adolescents of either gender, the better.
>>
>>103133272
What is that supposed to mean? Are you that triggered by people in their early 20s?
>>103133286
>wall of text
Maybe YOU are the "faggot/woman"
>>
>>103133286
Don't bother with that anon, people who think men and women aren't very different are doomed and they'll never figure out why because they ignore such obvious details
>>
Is this the incel general?
>>
>>103133316
It means sometimes you get stray idiots wandering into the thread and sharing their stupid opinions on stuff that isn't gamedev related
>>
>>103133343
This all happened because I asked for a good text editor, people responded with editors I've already tried and didn't like, then this faggot >>103132869 compared it to some argument with his wife
So: not my fault.
>>
>>103133360
it is your fault
>>
>>103133324
I don't think that at all though. I think you're projecting.
>>
>>103133370
Is it my fault he started comparing my thoughts on text editors with his personal life and then caused the discussion to snowball into this? Really?
>>
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>>103133372
>>
Learned this neat thing from one of Masahiro Sakurai's videos.
So, Microsoft Word has a feature called "hierarchical outlines". (https://www.youtube.com/watch?v=ZzCfzwe23kw)
The idea is that you organize your ideas into an outline, and you can collapse and expand specific categories in the outline. I don't use Word, so I had to figure out what tool approximates this, and it turns out VSCode allows you to basically do this so long as the items are indented in a certain way.
Here's an example.
>>
>>103133515
how did you just learn this now lmao
>>
>>103133500
Yeah. (YOU)'re definitely mad. Lol.
>>
>>103133522
Please be patient I have autism
>>
Say I want to analyze the design of a game. Playing it myself for the sake of analyzing it has a 90% chance of ending poorly, due to "paralysis by analysis" -- if you try to analyze your own experience as it happens, that will taint the experience and thus the analysis as a whole. There could be two options instead: Just playing it without thinking about the analysis part (hard possibly, as the thought may creep in anyway), or watching streams or videos of some other guy playing it with commentary (a con to this could be that the LPer/streamer might be annoying/cringe as fuck)
>>
>>103133360
Wouldn't have happened of you weren't a whiny bitch in the first place.
>>
>>103133627
that sounds like a dumb thing to try to do in the first place, but you should play it yourself and analyze it as you go. When I give other devs feedback on their games I just record my gameplay and my voice and I just stream of consciousness talk as I play.
Watching the game isn't the same as playing it.
>>
>>103133627
Good opinions are formed after the fact and aren't reactionary
>>
>>103133665
>>103133674
I don't know who to trust...
>>
>>103133386
Did you find a solution to your non-issue?
>>
>>103133690 (me)
Ok nvm, I'm retarded, I thought you guys were posting conflicting opinions.
>>103133665
Yeah, I could probably just record myself playing and look back on the footage.
Unfortunately, my mic is hot garbage...
>>
I've got to the "hello world" stage of making a minimal game on my engine. I've already got a full game that works with the engine, but it's nice to have a project which represents the bare minimum integration, I can use this as a starting point now.
>>
>>103133674
>reactionary
Everyone who uses that word is a fag
Life is always reactionary unless you're dead.
>>
>>103133900
nobody asked you retard
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>>103133913
That was a very reactionary thing to say
>>
>>103133920
Reacting isn't always a bad thing, but if you want to form an opinion that's worth a shit you should play a game and then seen how you feel about it the day afterwards
>>
>>103133848
>engine
you're literally just using Raylib, that doesn't count. It's like if someone used monogame and said they were making an engine with it. They're not making an engine, they're making a game on top of an existing framework.
By the way, how do I know you're using Rayib? The font.
>>
>>103134002
Raylib is a library, not a framework or an engine
>>
>>103134008
It's a framework. It's meant to be like XNA or Allegro.
>>
>>103134012
even so it's still a step below an engine
>>
>>103134002
>Bro are you using SDL? that doesn't count
>Bro are you using GLFW? that doesn't count
>Bro are you using OpenGL? that doesn't count
>Bro are you using Vulkan? that doesn't count
>Bro are you using DirectX? that doesn't count
only hand written assembly where you directly write to the frame buffer counts.
any usage of library or framework not allowed, you must write your own audio device drivers. you must write your own 3d math. you must write everything yourself. in assembly. otherwise it doesn't count :))
>>
>>103134002
You're poison to anyone working towards a goal.

Post code
>>
>>103134002
that is a pretty ugly font to be fair
>>
>>103134002
If I'm not making an engine, why does my engine project have ~2000 LoC? What's all that code?
>>
>>103134002
>t. nodev
>>
>>103133515
>and it turns out VSCode allows you to basically do this so long as the items are indented in a certain way.

wow, wait till you find out about syntax highlighting and intellisense, it will blow your mind
>>
>>103133515
That just
>>
>>103133515
That just looks like Org mode or Markdown but shittier.
>>
So I've been thinking. I've struggled with optimizing the Y-sort for my game for a while now.
Why don't I just make the game render in 3D but from a static angle which makes it look like it's 2D? Any drawbacks to it? Seems like the GPU would be quicker to draw the sprites in 3D than for the CPU to sort the draw calls.
>>
>>103134973
How are you struggling to optimize a sort? It's literally a solved problem, use quicksort of merge sort or an existing algorithm
But there's no need to do this because there are no drawbacks to using depth buffering on the GPU like you are suggesting so do that instead
>>
>>103134989
I am a retard. So that's why I struggled. I thought quicksort would quickly sort a couple of thousands of x and y values, but it chugs every time it sorts.
I figure I would need to optimize it by only sorting sprites around the player / other moving sprites. But I haven't touched my project in a while due to life and such, and I just got the 3D idea in my head a couple of days ago.

I was also using one draw call per sprite. I sped things a bit up by merging the background "ground" tiles into textures containing 16x16 tiles. It used a lot more VRAM (still less than like 10MB, since it's simple sprites), but ran a lot quicker.

I'm figuring with 3D I could probably just use a texture atlas and then use a shader to only render a portion of the atlas, and therefore use a lot less draw calls.

No clue how to do it in Raylib, though.
>>
>>103135029
Using one drawcall per sprite is completely fine
>>
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Chaos testing the several animation layers and sorting. Still hand jamming some offsets here and there so not pixel perfect yet.
>>
>>103135147
Yeah. No wonder I feel inadequate when my game chugs when there's more than 500 sprites on screen.
>>
>>103135164
What language are you using?
>>
>>103135182
Object Oriented C++ with Raylib.
I think it's closer to about 1000 sprites on screen that has to be sorted.
I made the sorting only happen when the player is moving, and that showed me how the sorting is most likely the reason why it runs so bad. 40FPS when standing still vs. 12 FPS when moving.

There's obviously something terribly wrong with my code. But according to the profiler in CLion, it is pretty much just the sorting algorithm and Raylib::draw() that uses a lot of time.

The only part of the game that is actually terribly programmed is the chunk loading (the game is procedurally generated). The rest seems pretty fine.
>>
>>103135227
Then you're definitely doing something wrong, C++ can easily handle that
>>
I'd like to make a multiplayer game of some kind but I have a few worries:
1. There might not be a big enough playerbase (if the game launches) for multiplayer to be viable
2. I don't have many friends to playtest with
3. I'm too autistic
>>
>>103135227
If you keep your player centered, I might suggest a separate camera for the player and environment. But I know nothing of your game or tool chain, though it sounds like larger issues at play. For me, good patterns are king. So I always enjoy gitting gudder with new ones too.

>>103135263
Go target small group multiplayer instead of mmo? I'd rather have 14 vtubers collab stream in multiplayer on my game then 1 massive mmo server.
>>
>>103135227
That makes no sense. 1000 inputs (sprites) where you're only evaluating the y position for sorting? This should be quite trivial on a per-frame basis.
Post some profiling results
>>
>>103135298
I don't want to make an mmo. I'm thinking of multiplayer systems like those in Pokemon or maybe Minecraft.
>>
>>103135263
People without friends shouldn't be making multiplayer games
>>
Implementing font rendering, and something magical happened with the nose :^)
>>
>>103135356
...and also classic FPSes like Doom or Quake, which have a similar "bring your own server" thing to what Minecraft does
>>
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>>103135298
I've read Game Programming Patters, and have tried to follow a lot of the patterns in it.

I am kind of getting tired of OOP, is it actually as bad as people say? ECS with ENTT seems nice.
Like most of the issues I run into is because of inheritance and virtual functions.

>>103135329
I have been checking both X and Y values, since the sprites "Z-fight" (I know that is the wrong term when it's the Y value they are fighting over) and flicker if I don't sort by the X value as well.

Also I opened the game now. I forgot that it runs a lot more decent when compiling it in release mode. I get a consistent 40 FPS then (which still is very terrible considering how little is going on on screen).

WEBM is of the debug build, which has an FPS counter.
>>
>>103135435
I am so sorry for that video quality.
ffmpeg is an ass.
>>
>>103135435
>I forgot that it runs a lot more decent when compiling it in release mode. I get a consistent 40 FPS then (which still is very terrible considering how little is going on on screen).
come on man, this is basic shit. You don't profile or optimize in debug. Maybe you should read Game Engine Architecture or something that will teach you the basics.
Anyways, be curious to see what's eating the cycles in release.

btw, my 3d raylib game using oop c++ runs at >3000fps so yeah, you've got some splainin to do. (My pc started making weird noises when I unbound the framerate)
>>
>>103135435
If it was me, here is a rundown of some things I'd ask myself
- culling objects off screen?
- time taken to instantiate new objects? is this taking the main loop? can I run this in background?
- am I caching textures ahead of time?
- am I sorting against everything iteratively on screen every frame? Maybe use a spatial grid and only sort grid slices that change?
>>
>>103135411
I like the art style. Is it a custom engine?
>>
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>>103135509
Sorry for being retarded.
Release builds are really quick on my desktop PC. It's only on my laptop it chugs. Most likely due to not culling things outside the screen.

>>103135515
Yeah. I'm not caching.
I am sorting against everything every frame.
And I'm not culling.

I still kinda want to do this in 3D instead (but make it look like 2D), kinda how Bowser's Inside Story does it. It'll make it possible to have multiple layers of terrain as well, and to make houses with multiple levels.
>>
>>103135515
If it was me I would begin by asking a profiler those things rather than myself
Although I imagine most of that happens on the OpenGL/graphical side and I'm too stupid to profile that.
>>
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>>103135708
Uncapped.
Still pretty shitty FPS to be honest.
>>
>>103135580
Thanks anon
It is a "general purpose" custom engine, same engine the OP used in this thread:
>>103123775

And also support for 3D
>>
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>>103135818
SHOW ME THE PROFILING
NO NOT MY PROFILING, YOUR PROFILING
SHOW ME THE PROFILINGGGGGGG
>>
Anyone know how I can use interval arithmetic to prune whole octree branches? Im looking for a way to prevent needless subdivisions when generating a terrain from a noise function?
>>
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>>103135909
Is this good enough for you?
This is on my desktop PC with a 2700X.
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>>103135918
>standard library
found your problem
>>
>>103135918
>>103135939
I believe I know the problem. My shitty chunk image generation code. It launches a new thread for every chunk being generated. It seems (and I kind of knew already) that creating a thread is expensive.
I should rather use a job system to queue up the chunks images to be generated.
>>
>>103135953
rb_tree_increment takes longer than start_thread but aight
>>
>>103135962
I have no clue what rb_tree_increment even is. I just guessed it had something to do with the threading, since it's in the chunk::Draw segment.
>>
>>103135966
It's some standard library bullshit you're using. You gotta learn your comp sci fundamentals, it's an rb tree. It's not even called from start_thread.
>>
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>>103135987
Sorry. Didn't really think it through. I was too focused on the shitty thread stuff.
I think rb_tree_increment is some sort of ++ increment.
I can't see where in the chunk draw code it's even increment anything, except for maybe the for-loop.
I haven't touched this code in well over a year now, so it's all a bit fuzzy on how I did things.
Thanks for your help anyways, mate.
>>
>>103136035
for loop is my best guess as well, depends what class tiles is.
Or it could be something nested within another call there.
If it seems like it is the for loop, I'd consider a collection type which is more performant when being iterated over start to finish if this is a per frame need. Preferably you can just not use a std collection at all and instead use a good ole static array
Anyways, np, good luck
>>
>usually have trouble coming up with ideas
>suddenly have a ton of ideas for games
>but I can only choose one
>now I can't decide on what idea to use
>>
>>103136099
Always write everything down, you'll need more ideas later.
>>
>>103136099
do the one that is the smallest scope
>>
>>103136131
desu it's always been hard for me to determine the scope of my ideas
>>103136122
will do
>>
>"MAKING A GAME WITHOUT AN ENGINE" click bait youtube video
>3 weeks later on stream
>"so guise i'm back to unity 6 i've been working on a bunch of prototypes teehee xDxDxD"
>>
>>103135509
>3000+
I can't reach this many even if I turn everything off until it only shows fps.
>>
>>103136385
Why are you watching Youtube videos about game dev?
>>
>>103136425
it's sad seeing people that make videos about switching to custom engines after the unity/godot shitfeast, only to switch back immediately.
if people used custom engines more often and wrote about it, we'll get more stuff covered. there's still 0 resources about cutscene systems and advanced animation systems with blending and synchronising multiple separate models at once.
>>
>>103136398
it does seem a little crazy but all I did was block off the wait() call for sleeping and set the draw block to always execute every loop.
I do have a pretty beefy desktop
>>
>>103136491
If you're the type of person who can't figure out shit on your own and you need to watch video tutorials then you should be using Unity, not trying to make your own
>>
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>>103136179 (me)
Just realized
>All of my ideas are either sandbox games, RPGs or simulation games (or a mix of any of the above)
>EXACTLY the kind of games that are big in scope
>And would be a tall order as a "first game"
>
>>
>>103136491
>there's still 0 resources about cutscene systems and advanced animation systems with blending and synchronising multiple separate models at once.
Game Engine Architecture chapter 12.6: Animation Blending

You're not actually trying to learn on youtube... right?
>>
>>103136643
pick one gameplay mechanic from an idea and implement that as a standalone prototype
>>
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>>103135227
I wrote a naive test engine in Beef that uses Raylib and I get almost 10k entities on screen with input processing before it goes below 50 FPS, I don't know why it'd be laggy with only 1k sprites.

More people should use Beeflang btw
>>
>>103136643
I tend not to design RPGs. It spoils other genres with a mixture of bloat, autism and addiction to grinding. If I can't bring out the essence without standard RPG features then I don't even seriously consider it.
>>
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shit I'm too drunk to enginedev. I could maybe write some gameplay logic
>>
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>>103136826
Cheers anon
>>
>>103136385
I tried Godot and I wasn't really more productive.

I'm curious what /gedg/ experience with that is.

The main time sink for my games is making content, not implementing core features, and Godot didn't help with that unless I invested time into making custom plugins.
>>
bump
>>
>>103136682
Nice work Jon
>>
>>103135411
i hate implementing fonts.. did you use sdl_ttf, stb_truetype, custom shaders? what's your stack like?
>>
>>103139991
I'm using the freetype library, and still incomplete

Essentially the steps I am taking are generating a texture atlas for the font, retrieving glyph metrics, producing a mesh with vertices, indices and UVs for the actual text, then sending the mesh to the high-level renderer interface for drawing, which is implemented in multiple backends (currently just metal and d3d11)

Then, it's pretty simple to just add text:

commands.spawn().insert(
Transform::from_translation({100.f, 100.f, 0.f}),
asset_loader.load<Font>("default.ttf"),
Text2D("The quick brown fox jumps over the lazy dog :^)")
.with_font_size(32.f)
);
>>
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Do you ever get the uncontrollable urge to make a virtual pet game
>>
>>103140108
>freetype
that just produces bitmaps (texture atlas), and "advance"/delta positions right?
>producing a mesh with vertices, indices and UVs
you wrote that? or is there some lib/freetype feature i'm not seeing
> high-level renderer interface for drawing, which is implemented in multiple backends
so at this step it's a matter of pushing the generated mesh to your standard drawing shader, just like any other mesh you'd render?
>>
>>103137501
>I'm curious what /gedg/ experience with that is.
the experience was very poor, 90% of the time spent on wrestling settings and menus, and the node architecture was retarded for things as simple as collision detection.
The worst thing being the signal system, it's the goto solution for complex interactions, "just emit a signal bro!" but you know what? it's literally a global message system that anything can listen to. you lose any kind of way to ensure a certain order for triggering stuff.
Not to mention death by a thousands cuts through the random bugs and odd quirks, they do add up real fast.
>>
>>103140127
sounds like a fun idea however i wouldn't call it uncontrollable
>>
>>103140127
It would be interesting to build one of those handheld thingies to put your game on, for example using LCD instead of those dot-matrix displays
>>
>>103140266
>filtered by godot
>>
>>103140683
>>>/vg/agdg
>>
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>>103137501
Some things were better than Unity, some things were worse.
The killer for me was realizing that c# was really only half supported, missing compile options for web and mobile.

So now I'm off using some jank engine with no editor. I do miss Godot's CustomResource editor, where I could neatly examine all the nested elements of my units. Don't know how Im gonna handle that using straight json.
>>
>>103140246
NTA but it's very simple
Fundamentally you're only drawing textured rectangles, the glyph metrics (that FreeType gives you) determines the rectangle's size, and their position inside the texture atlas (which you should keep track of yourself) are the texture coordinates; their absolute position is arbitrary, you only need to advance said position (normally called the "pen") by the aptly named advance value. It's worth nothing that the advance value reported by FreeType isn't usually accurate, you also need a few lines of HarfBuzz if you want the glyph spacing (kerning) to be perfect.
>>
>>103141271
yeah I guess that should work fine, as long as the generated texture atlas has all the characters in the same rotation(unoptimal packing algorithm), and we only render text as bitmaps, not meshes to improve crispness. as always, i was already thinking 20 unnecessary steps ahead, when the simper solution is enough
>>
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>>103141434
If you mean directly using the font's shape as your vertices that's also a valid method, I believe FreeType provides an "outline" API that lets you do just that.
Although for pure 2D rendering it's actually disadvantageous compared to bitmaps because you can't enforce hinting as well, and for 3D we have signed distance fields which already look very good (look up MSDF).
Similarly for the packing algorithm: we already have some very efficient algos that work with unrotated rectangles, I can't imagine the complexity is worth the dozen more glyphs you would be able to fit in pic related
https://jcgt.org/published/0002/01/04/paper.pdf
This paper goes over the basics, and the author also has a C implementation in his github if you want to look at some code
>>
>>103141605
yeah unrotated packing is totally fine, bitmaps are better for 2d, and i can go with sdfs for 3d. thanks anon
>>
>>103135263
Just implement the game, at least a barebones version and share it online. If it's any good/interesting there will be people in threads like this who would be willing to try it out or test it.
>>
>>103140504
Actually, now that you say that, I'm wondering if I could make a virtual pet game that's bare metal (i.e on a bootloader) lol
>>
>>103140266
just emit multiple signals in a certain order bro! :^)
>>
>>103140127
>>103140504
I explored this idea in my head a bit. I would target esp32 (and similar) with device-ui+eink+shake sensor. Maybe add lora not just bluetooth/wifi at this point. You could also go with something in tft_espi or lvgl. Here is a simple example in tft_espi you could easily get understanding of:
https://github.com/VolosR/TDeckPlusLora/blob/main/MessengerLORA
>>
Say I wanted to make a reasonably big game that would require me to release in some sort of "rolling release" format, i.e there is no 1.0, every version that's not a hotfix could be seen as a "major version", etc
What would be the best way to make a game like this? Would it have to be donationware or some kind? Can I do PWYW?
>>
>>103144750
Do you not know about early access games?
>>
>>103144758
I don't want to call it early access. Do you consider Minecraft "early access"? No. Dwarf Fortress? No. It can't be "early access" if the access has already begun.
>>
>>103144774
They were both early access yeah
>>
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>>103144781
>>
>>103144808
The words you use to describe it are kind of meaningless, Minecraft was Alpha, Beta, then 1.0, and it's still getting updates, so what is the meaningful difference between this? Nothing really
But Steam has an Early Access release model you can use
>>
>>103144831
Still though, early access has negative connotations from what I remember
Better to just have every version be 0.x
>>
>>103144750
>release in early access
>see the bad sales
>bail
That's the gist of it. There's also patreon for lots of tendies if you are making a porn game.
>>
>>103144855
>early access has negative connotations
It actually doesn't, sane people are often put off by early access but the general public doesn't care
>>
>>103135832
Is that vertex lighting? Looks really nice.
>>
>>103144877
I am not making a porn game lol
>>103144892
>sane people will be put off
>the remainder (implied to be insane here) will be my userbase
This doesn't sound like a good thing.
>>
>>103144948
early access wouldn't be a thing on steam if people didn't use it
>>
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>iterate through all clickables and check if mouse is within the hitbox
is this how you're supposed to do it? Every Update?
>>
>>103145794
Not every clickable, only the top level ones. So if you have two "windows" you only check those two, and if it's within one only then do you check if it's within any of the buttons inside it
>>
>>103145859
how does Godot do it?
>>
>>103145794
Any good language can loop through hundreds of entities trivially to check if they're in mouse range, but if performance is a major concern, you can make a spatial partitioning grid.

In my little 4fun test engine with 10k objects it takes 500 microseconds to check every object but it short circuits quickly if the mouse is actually hovering over a clickable
>>
>>103145907
I don't know, I'm describing basic event propagation which is how the actual UI frameworks I know do it.
>>
>>103145794
Quad tree would be perfect, but you are going to query once per frame on average so it doesn't pay off even building the tree unless it's a lot of elements that aren't moving around much.
>>
More progress on the roof placement tool. I finished adding walls to the current roof selection.
Up next is adding to the ui the ability to change the slope of the roof and also the texture of it.
Also I want to add a flat roof and a tall gable roof.
>>
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>>103147009
forgot the webm
>>
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after comparing my handwritten assembly to what the C++ compiler was shitting out... I've decided there's no reason to handwrite assembly in 99.999% of cases
>>
>>103147048
Well done you've independently discovered what everyone has known for decades
>>
>>103145907
IDK but I think of Godot and imagine really inefficient, sparse data layouts. Every time I've tried to use it for rapid prototyping is so unbearably slow (compared to my own engine).
>>
>>103147056
idk "everyone" always says that the compiler writes better assembly than a human can but I didn't see that, it was just roughly equivalent
>>
>>103147072
A human can write better assembly than the compiler it's just not worth bothering because it's too much work for too little gain
>>
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How the fuck do I calculate the center of a mesh in gdscript?
>>
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>>103147048
>20 column programming
>>
>>103147094
if (gameEngine == woke) this.willnotcomplain();
>>
>>103147094
mesh_or_mesh_instance.get_aabb().get_center()
>>
>>103147112
thank you.
>>
how do I change a shader parameter in a material override in gdscript?
>>
>>103147512
READ THE FUCKING DOC CRIS!
https://docs.godotengine.org/en/stable/classes/class_shadermaterial.html
>>
>>103147516
that prints null nigga.
>>
>>103147512
don't ask low value questions about specific tools that you can easily google
>>
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>>103147525
>prints null
>>
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>>103147536
>>103147547
nigga, it's printing null.
>>
>>103147556
not a tech support thread
>>
>>103147084
>it's too much work
Misconception. You're not just poking at the metal these days, or any time in the past 30+ years really. Between the high level assembler directives, macros, and various SDKs, asm is no slower/harder to dev in than C once you learn the tools.
>>
>>103147580
writing assembly that is significantly faster than what the compiler outputs is hard work
>>
>>103147556
monogame doesn't have this issue.
>>
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>>103147048
>>103147056
>>103147072
>>103147084
>>103147580
>>103147594
so many fucking times I've gotten pulled into retarded arguments on 4chan with anons who claim that asm is so much better than high level languges and you need to be doing all your high performance work in it and profiling in it and shit.
Even fucking cris was trying to explain to me how it's so much better at one point
>>
>>103147512
>>103147556
fuck off
>>
Minimal engine bootstrapper is done.
Going to make a new branch where the default player has some simple default movement logic
>>
>>103148230
It's a godot bug.
>>
>>103147556
you need to set it in code I think
>>
>>103148272
Stop using Godot
>>
>>103148272
this isn't the godot thread faggot
>>
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You can pick up and drop things in my game engine now. I have tried to add a smooth movement for the items you are carrying but there is a stutter to the movement.
>>
>>103148261
Raylib?
>>
is sheepolution a decent place to learn love2d?

also anyone have experience using love2d in wsl2?
>>
>>103144939
Thanks anon

It's just a simple deferred renderer, so a geometry pass, and lighting pass with a wip PBR implementation.
>>
>>103149055
yessir
>>
>>103148979
nice
>>
>>103148979
saw that on my youtube feed before seeing it here
>>
>>103149695
aren't docs enough to learn it?
>>
>>103144750
maybe use that https://store.steampowered.com/news/group/4145017/view/4547039255696769966
>>
>>103133515
we used to call that a TODO.md or ROADMAP.md, even just in the README.md
>>
>>103151704
nice
https://www.youtube.com/watch?v=C9jyfWZlX0Q
>>
opengl noob here, is learnopengl.com still a good website to learn?
>>
>>103152079
yea
it's fine
good but opengl has basically been feature frozen forever at this point and i wish it covered more of the newer stuff
>>
>>103130508
>sandboxes don't need to beade either
Actually good competitor to Minetest would be awesome
>>
tfw there's no silver bullet
>>
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Hi
do you have any tips for simple vehicle movement simulation?
I'd like to make something more detailed than speed=speed+acc but most tutorials go too far for what I have in mind (gearbox, throttle curves, rpm).
>>
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Using C#, is it possible for a simple console application to achieve a tickrate of 60 per sec, when Thread.Sleep(long millisec) seemingly won't sleep for any less than about 15 milliseconds?
>>
>>103153782
Is that normal? Sounds beyond broken
But yes, it's technically possible through the use of a simple spinlock (which will consume a lot of your CPU)
Alternatively, I don't know how .NET does interop but I would look for a way to use a more accurate function from C or another language
>>
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>>103153851
Damn, I was really hoping for a simple way to avoid the "busy" waiting approach.
>>
>>103153946
Do you actually want a "simple console application" though? Assuming you're making a game, it's possible one of your essential dependencies will offer a more accurate way of sleeping (I'm pretty sure both SDL and GLFW do for example)
>>
>>103153439
this article has been around since forever https://asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html
>>
>>103154572
also physics libraries typically do that for you. at least physx and jolt does, both are open source so you can look there if you want (or just use these engines)
>>
>>103153782
I have no idea how this is exposed via C#, but you need to call timeBeginPeriod to request higher precision timers.
>>
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I'm looking through the official DX12 examples and seeing shit like
Microsoft::WRL::Wrappers::RoInitializeWrapper InitializeWinRT(RO_INIT_MULTITHREADED);

The fuck does WinRT have to do with DX12? I can use COM objects just fine without it. WinRT isn't some kind of requirement is it, I thought that shit was dead.
>>
>>103155198
Nothing. Microsoft is willing to leverage their examples to shill for whatever technology they want to push (WInRT in this case).
>>
>>103155251
you're not very smart
>>
>>103155198
ComPtrs are part of WRL which is part of WinRT. Like you said, you don't have to use them, but they are convenient.
>>
Any good resources for coding a follow camera for a 3rd person platformer from scratch?
>>
>>103155359
if you can't handle that you're probably not going to finish your game anyways
>>
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>>103154005
Yea, I was just trying to get some simple visuals going in a console window, for testing some ideas. It's simply for curiosity's sake after running into the limitation though. Thanks.

>>103154717
Thanks anon, I'll have a look.
>>
remember to setpriorityclass to realtime for maximum performance
>>
>>103156650
I make a thread per core and make them all spinlock so nothing else on the computer can do anything
>>
>>103156650
Literally no difference
>>
>>103135227
Radix sort. Or just use the depth buffer.
>>
>>103156858
Yeah. Thanks.
The thing is, though, that it was a lot of other things that were the problem. Such as me using a Debug build instead of ReleaseWithDebInfo. In release mode the sorting algorithm is much, much, quicker.
>>
>>103156750
nta but if you set it to realtime it'll literally preempt even the OS itself, so if your process is running enough threads to occupy every core and just looping nonstop, there's a good chance your entire PC just freezes up
>>
>>103134175
approximately a vulkan triangle
>>
>>103136682
>beeflang
my bro
>>
>>103146097
Only someone that has never actually required a quad tree would suggest that in this context.
>>
>>103157136
Why
It's the standard space partitioning structure
Not that you'd ever need it for a GUI
>>
>>103157136
Quad tree can be quite versatile. The only problem is that unless you have very complex UI you are not going to need it.
I noticed that local people are quick to judge and pull stuff out of their ass at the same time, or is that the same asshole again and again?
>>
this shit was hard, I should probably get better at math. The camera is still jank, it rotates too quickly and can't handle the player walking towards the camera. But good enough to use for a jam.
>>
>>103147048
ASM is good to know and you should understand the underlying hardware but it's not like you should be writing all or most of your programs in it.

I've found it very useful to compare different implementations of functions. Especially when people push "optimizations" that the compiler takes care of regardless.
>>
>>103157637
Knowing assembly doesn't mean you understand the underlying hardware
>>
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>>103157637
>>103147048
Any asm chads wanna help decomp an old DOS game?
>>
>>103158606
Link to your repo again?
Also how are you managing to decompile a DOS game
>>
>>103134175
My project is at 104k loc. And I'm using unreal
I guess I'm an engine dev now
>>
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>>103158864
Decomp repo is here: https://github.com/Zizin13/FatalDecomp

I'm using Ida, can upload the database with the debug symbols jammed in if anyone wants it. Ghidra is not as helpful because it doesn't have a plugin for the old Watcom compiler. You can get a nice disassembly output with the debug symbols applied properly by using this tool: https://github.com/fonic/wcdatool

Track Editor and some other tools I made are here: https://github.com/Zizin13/Roller

I also made a video on how to use the wcdatool and debug the game remotely in dosbox while running Open Watcom in windows: https://www.youtube.com/watch?v=bG9tEZOSrQg
>>
>>103158963
>engine project
reading comprehension please
>>
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>>103158606
You are the true chad here.
All the others are pretenders.
They love talk but you are walking the walk. Or driving the drive. Or drifting the drift. Or something
>>
>>103159410
Lol, thanks. I do watch all his dirt circle vids.
>>
>>103159156
>obscure ps2 game i have an autistic obsession with that never got ported to anything else
>don't know anything about assembly or decompilation
>not a single release of the game left in debug symbols even if i wanted to try
You got lucky :(
>>
Are we still a pixel game or not
>>
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>>103159690
Oops. I mean, are we still a pixel game or not
>>
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Engine now only uses 3 QueueSubmits per frame instead of the previous worst case of 31 per frame.

It now uses 3 threads instead of being completely single threaded.

Scalar field is now fully GPU built.
No use of copy buffer anymore.
No atomics.

The screen shot is the engine resource pooling the command buffers instead of allocating and deallocating.

Praise be to the King Jesus Christ.
>>
I wish chatgpt would just say "I don't know" instead of hallucinating disinformation
>>
>>103159698
My pixelimmersion is broken now.
>>
>>103162533
"Stop making shit up" is my favorite prompt that's even used at production.
>>
>>103162533
If it knew it was hallucinating, it could simply fi the hallucination issue. It's kinda what o1-preview does, but obviously it's not perfect.
>>
>>103159698
RIXEL ALERT! RIXEL ALERT!

REEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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>>103123798
you cycle trough gamemasters with varying personalities. you can also cause them to leave early by doing something they dont like, some are generous with items, but will leave if you dont go in the direction they wany, some are stingy but stubbornly wont leave for anything, some hate it when you attack friendly NPCs and will leave early or punish it hard etc.
>>
>>103162665
All pixels are rixels once you apply your real life view transform on the monitor
>>
>>103162715
This reads more like the state of DnD on discord than a description of a good game
>>
>>103159698
>>103159946
>rixels
>unaligned pixels
Some pixel autists are going to get really really angry.
Your customers won't care.
>>
>>103123798
If you make a virtual tabletop you can work on a game without actually working on what seems you don't like (story, characters, etc.) and there's a market for it
Somthing like the Aurora toolset for Neverwinter Nights, that game thrived back when it was alive all thanks to its game editor

If you like pokemon you can even make a virtual tabletop for a pokemon-like RPG, but personally I would stay away from anything nintendo
>>
>>103162857
that's the gimmick
>>
>>103153439
If you want it simple just think about it step by step.
we have speed = Speed + acc (where acc is 100 if accelerator pressed, 0 if not)

You probably want acc to be multiplied by 0 or 1 depedning on the current speed, so it starts slower, accelerates a lot in the middle, then caps out at max speed. Something like a bell curve.

And you probably want to have a flat -x acceleration to approximate drag.
>>
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the os was getting in the way of my game's performance so I removed it
>>
>>103163008
nice, next step is imbeding the cpu to our bodies to prevent input lag
>>
Why do I spend so much time making UI when I know that I will rewrite it all?
>>
It's weird how ball pits in liminal space games are so popular. One of my earliest memories from when I was a toddler was crawling through plastic tunnels and entering a massive enclosed room ball pit. Thinking back on it, it was probably just how my toddler brain interpreted Chuck E Cheeze or whatever, but the memory is really similar to the game trope.

Guessing it's a common memory for a lot of people.
>>
>>103162715
Not gonna lie, it's an interesting twist that adds a whole new layer of depth. It's too niche to be anything but a meme game that wouldn't justify the effort though.
>>
>>103162715
>but will leave if you dont go in the direction they wany, some are stingy but stubbornly wont leave for anything, some hate it when you attack friendly NPCs and will leave early or punish it hard etc.
anon, they leave because you're playing like a retard who's trying to be "funny" instead of acting like your character actually would
>>
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>>103161360
nice
>>
>>103164082
I konw it feel "optimized", but god damn shit, please, never do that when you share your code.
Even when you don't share it in fact, think about when you will want to re read your code...
Is it some javascript thing from the interwebz?
>>
>>103164377
I think that's what we call "obfuscated" not "optimized"
>>
>>103164377
>optimized
code like that isn't what optimization means, anon
>>
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How do I make these perspective walls look better?
I can't quite wrap my head around it.
>>
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>>103165007
They're too thick for one.
And anything you place on back walls must be constrained to the "wall" part, that window is overflowing on the "top" part
The door just straight doesn't work with this kind of perspective, you would have to draw something completely different if you want to place sideways.
>>
>>103165101
That looks way better.
Thanks.
>>
>Finally time to start developing guns
>Get simple gun working
>Implement enemy removal
>Really bad bug appears when killing enemies
>Spend the weekend and yesterday figuring out the issue
>Turns out they were treating other enemies in the group as cover points
>Fixed it, consequently fixed a bug where they were clumping as well
Want to work on something else now but I guess I should keep implementing gun mechanics
>>
>>103164461
>>103164963
I know, but show that to normies (or project managers), and they think "Whoa! Hacker level!"
>>
>>103165726
Your product managers aren't former software engineers? That sounds terrible.
>>
>>103166009
My manager is a black woman who doesn't know how to use a computer and thinks programmer = IT
>>
>>103166116
Is she hot at least?
>>
Which graphical style would you guys be most interested in?
>Software rendered 3D at 320x180 with a palette of 256 colors (or 16-bit color instead of a palette) with PS1-quality models/textures/etc
>classic (i.e late 90s PC) hardware rendered 3D, possibly using OpenGL1 for period accuracy, with appropriate levels of lighting and polys and shit
>SuperFX (star fox) or Model 1 (virtua racing and virtua fighter)
>objects and shit made up of ~5-25cm voxels (if I can possibly do this)
Just trying to think of a good graphical style that's a good 3-way balance of "I can feasibly make shit for it", "I can feasibly code this", and "it doesn't look awful"
>>
>>103164082
>ternary operator
>"14" in LIST ? 15 : .....
>"14" is a fucking string
>only for all that hot garbage to do "X + 1" from 14 all down to fucking 0
>all that shit just to test if it's greater than "level"
what the fuck is this garbage? javascript?
both the retards who wrote this and posted about it need to be shot.
>>
>>103166461
For what game?
>>
>>103166521
Any, though assume it's going to either be a simulation game, a sandbox and/or an RPG
>>
>>103166461
>>103166605
640x480 16 colors
>>
>>103166668
divinely inspired
>>
>>103166668
Really? I'm not sure if 3D at 16 colors would look good...
>>
>>103167003
how about an elephant with blue eyes?
>>
>>103167029
?
>>
>>103167040
It would be unpleasant to draw with 16777216 colors
>>
>>103167092
Well, I'm not sure I'd need to draw an elephant with blue eyes in the first place, but OK.
I was just saying that I feel 256 colors > 16 colors.
>>
>>103167003
It wouldn't unless you're going for some really grimy stylized look
>>
>>103167040
>>103167137
newfag
>>
>>103167148
looks good to me
>>
Not exactly a game (yet) but I've been working on my own controller emulator in Python and everything is up and running perfectly.
Testing it out in some games such as Call of Duty, the game detects my keyboard on system level and this gives double inputs in menus at least. I'm just using vgamepad btw.
Is there a way to intercept and block keyboard input completely? I have tried some stuff like using pynput but it's not working (mouse input can be blocked but keyboard will still be available in the game despite being disabled in windows).
>>
>>103167236
haha it's the hilarious terry davis meme, so cool and based fellow 4channer
>>
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>he can't limit himself to 16 colors
>he thinks he need 256 colors
lol
lmao
>>
>>103167321
I just think 16 colors wouldn't look that good in practice for 3D is all. Unless I do super DUPER simple 3D (that makes quake look like crysis in comparison)
>>
>>103167351
Learn to dither
>>
>He thinks he needs 16 colors for his game
https://obradinn.com/
lolu
lumao
>>
lets say I'm making a build system for my project on Windows
should I use batch files or is there something better I can use
>>
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>>103167580
I kneel
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>>103167826
Use CMake.
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>>103167826
Use bash, don't touch that shit. If you're building a real program on Windows you're expected to have either WSL or MSYS2 available.
>>
>>103167826
For me, it's https://scons.org/
All your config and build files are just python scripts.
>>
>>103167580
Not without an eye cancer.
>>
Does the guy in here making the Odin game have a git? I want to check out the language



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