Cake edition!/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_GeneralIRC: irc.rizon.net #/g/gedgProgress Day: https://rentry.org/gedg-jams/gedg/ Compendium: https://rentry.org/gedg/agdg/: >>>/vg/agdgRender 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.
>>103173072Previous: 103123775oops>>103169410https://github.com/Pariatech/odin-urban-tycoons/tree/master/src/gamethe game folder is my new code that I find to be a better example. Don't look at the other folders in src...I added the ability to change the slope of a roof before placing it. It exposed some massive corner rounding with the eaves that need to be done better. Have a good day /gedg/!
>>103173072>75% off all flour + eggsShouldn't this read : "75% off all cakes"?Or am I misunderstanding the silly cartoon?
>>103173497it's probably implied that the cake is a game with the ingredients being toolsall the stickmen going to the store are going to die when the judgement hits btw
>>103173111>Previous: 103123775>>103123775
>>103173623https://www.youtube.com/watch?v=9drAF84jM-QIt's over for me
Should I have my graphics be like this?
>>103173938...or this?(in real time)
>everything working fine last night>forget my game open>wake up to 99% gpu usage>random startup crashes>10 minutes and a few tries later can't reproduce anythingi don't like computers
>>103173938Tbh I find everything about this extremely uglythis >>103173949 isn't really my style but it can look good
Is there a library of algorithms?
>>103174610Yes
>>103174610#include <algorithm>
>>103174799didnt work :(>>103174789is there for one for gamedev
>>103174848Yes
>>103174857may I see it?
>>103174871No
What would be a good, simple game genre to make a "test game" for an engine/new-technology? For 2D, I'm assuming it's puzzle games of some kind, and for 3D, I'm assuming it's racing games (this is because Virtua Racing was made to test the Model 1, and Daytona USA to test the Model 2)
Just like make game
>>103175359Just-
>>103175359or don't. idgaf about gamedev personally, only follow these threads because it seems to be the only place on /g/ that discusses actual programming
Is there an archive of any gamedev magazines from like, the 90s, assuming they existed?
>>103175359how one makes games if okay at programming but suck at art?
>>103175875Clearly, you suck at English too.
>>103175887considering what a mess English is, I will take the fact that I'm not putting any effort into learning it as a compliment
>>103175922ESL copeEnglish is the greatest language in human history
My decision paralysis is getting worse.Now I can't decide if I want to do a 3D RPG/simulation/sandbox or just do a 2D one.Eventually I'll get to the point where I'm not sure if I should make a game or not.Help.
>>103176024gameplay dictates the technical aspect of your gameask yourself this question:>do i need 3d for my game to make sense?if the answer is noid say go 2din fact id say go 2d anyways, its less artistic work to do when you can control the angles from which your models (or sprites) can be seenbut if you r ely on your graphics, i think pixelart takes more talent than 3dyou can use rl images as source material when you do 3dwhen pixelart is... pixelart. theres "art" in the word and not without reason
>>103175928ohio rizz frfr nocap dont gyat on god. he ESLmaxxing. no hate
>>103176024>Help>>103175359at this point just randomly chose something and open your favorite text editor and start coding. You can always chose something else later if you don't like it. Atleast you won't be able to say that you didn't try it.Godspeed, anon. I believe in you!
What do I use for prototyping?
>>103175359>coffee is as important as foodbruh
>>103173497No. He wants to make a cake but is retarded and decided he had to grow his own chickens and mine his own wheat first. Those going to to the store want to make a cake and decide to use the flour and eggs available.
>>103176277>making a game from scratch is retarded, be a cuck-- I mean, "chad" and make slop-- I mean, "kino" in an existing engine
>>103176299It's not. Deciding you have to till your land, sow seeds, wait a full year, harvest and mill the wheat before starting on the game is retarded. Or you could just just make game (what you claim to want to do).
>>103176277>growing chickens>mining wheat
>>103176277Riddle me this: What existing "flour and eggs" are actually good?Don't answer Godot -- it's a bad engine. And no, not because of the politics -- the engine's general structure and editor is just ass.Don't answer Unity -- it's bad. And no, it's not because of the shitty business practices, the engine is pure slop (and doesn't work on Linux).Don't answer Unreal either -- that engine is OVERKILL for most games.If you can't think of anything, then I'm right and you're wrong -- making a game from scratch is NOT retarded.
>>103176322>He thinks all games made from scratch must follow le golden rule of "spend 1 year on making a general purpose engine for your game first"
>>103176342>making a game is NOT retarded.Correct. You should really work on your bot's responses and comprehension of the text you submit to it. We are talking about a person (pictured in OP) that wants to make a cake (game) but is wasting time doing everything but that.>>103176352No in fact many if not nearly every game can just be started on without making your own engine (that will be inferior to any publicly available one). <1% of the games ever made need their own dedicated engine and none that are posted in these threads benefit from it.Just admit you don;t want to make a game (which is fine) and just want to spend years on an engine.
>>103176378>You should really work on your bot's responsesI'm not a bot.>>103176378I want to make a game. And I'm not using an existing engine.You retard.
>>103176397So you don't want to make a game you want to make an engine which will never get used. just be truthful with yourself.
>>103176410Strawman fallacy.
>>103173072Chunk Generation is now much faster due to the optimizations of only using 3 queue submits per frame and using 3 threads.Praise be to the King Jesus Christ
>>103176378>>103176342here's the real situation:Big farmer has these big tractors and seed planters that should be able to produce wheat faster than any single farmer could.But over the years capitalism has sunk its venomous claws into the farm company and now flour is twice as expensive and is made up of 30% chalk in order to pay the CEO's salary.Now the only way to get flour without chalk in is it is to grow it yourself. Of course you could save all the hassle and just buy the chalk flour, but who knows what long term effects that consuming chalk has.
>>103173072I don't want to toot my own horn or anything but I think this game I wrote in my own custom engine is really coming together nicely!
>>103176531>RaylibYou're not making an engine.Frameworks like Raylib or Monogame count as "premade flour/eggs", except they're "flour lite"
>>103176552Didn't ask
>>103176557Personal incredulity fallacy.
>>103176552it's more like buying someone else's wheat and grinding it yourself
>>103176552ok then do abstractions provided by your OS count? using your logic they do and you roll your own OSraylib isn't a frameworkmonogame does count thoughraylib is an abstraction tool to IO stuff comfortably between platformsis SDL2 also flour lite?
>>103176491>here's the real situation: unintelligible amerigoy schizo ramblingsMove to a real country
...Should I just use UE4/UE5, actually?Does the editor work on Linux?
>>103176631Yes anon use the bloated chinkware spy program
>>103176552>you need to do nuclear fission to get your own atoms for the flour
>>103176342Unity and Unreal are actually decent engines
>>103176702skill issue
>>103176596You should listen when an American speaks, we know best where the current path leads.Lest you end up like Japan or US
>>103173072holy shit literally me
>>103176429Are you going to add a fog to obscure the pop in of new chunks?
>>103176817The terrain is going to be larger than this, the chunk generation will happen at the very edges far away from the player and will generate while the player is still deep near the center of the window.I have it looking like this for demonstration purposes of seeing the actual chunk generation.
What is the best high level graphics API?
>>103176946WebGPU
>>103176024If you’re building an RPG you can most likely do most of the heavy lifting in a representation agnostic way, so going 2D should be fine. If down the line you want to go 3D you’ll have most of the game side of things figured out and it’ll be far easier. Making an RPG is not easy, assuming you’re doing a traditional RPG with classes, feats, stats, etc. I’m working on one, so I would know
Evolution has been added to the game
>>103177264I dunno why but I like your gradient & blur effect. it's the dumbest thing but it looks good to me. You need to make a spooky game with that.
>>103177374I think I can pull off the spooky vibe. There's an emphasis on overworld interactions and monsters can already blend into the environment. Add emissive material for glowing eyes and day night cycle, and it should be good enough.
>>103176531RAYLIB ROCKERS IN THE HOUSE TONITE
>>103173111When are we getting undefined slope roofs?
Hello?I would like to access '2681942725275131413' from my json without turning that number into '2.6819427252751314e+18' or '2681942725275131392' please.I WOULD LIKE TO ACCESS MY NUMBER. PLEASE STOP CHANGING THE NUMBERS WITHOUT MY CONSENT.HELLO? HELLO? HOW DO I GET MY FUCKING NUMBER????
>>103177486You have walls for that.
What are some personal (constructive) criticisms you have with games in genres of any of the following:>FPSes>TPSes>Tycoon/Sim games>RTSes>TBSes>RPGs in the style of Fallout 1/2>RPGs in the style of Daggerfall/MorrowindLooking for areas in which players commonly have issues (whether it's the player's fault or the game's fault) in any games in these genres.
>>103177571your number, my choice
>>103176277>He wants to make a cake but decided he had to grow his own chickens and mine his own wheat firstBased
I wrote some code to stop the camera from getting too close to the player.I guess technically this works, but not exactly what I wanted...
>Trying to make a high score system so that my game can save high scores>can get the array with the scores in it and have it display, but I can't replace the variables with the new ones and save it.>have no idea what i'm doing since i literally just started using unreal/doing coding last week
>>103178329I'll talk about Tycoon/Sim games. The genre is kind of stagnating for over 20 years. The games all have the same gimmicks. >have a store/restaurant>place shelves / tables & chairs>place decorations to increase store rating>store rating + star rank increase quantity customers + prices the customers are willing to pay>hire braindead employeesSome games innovate by > let you design the menu / coffee drinks or cookWhich result in games that you play once, figure out quickly a way to exploit the game, "beat" it and put it down to never play again. That's why I'm cooking my game. I want / hope to give a game that the genre needs.
>>103176342Settle for libs then?Like Raylib or such?
>>103173497>>103176277>>103176342Buying flour and eggs from the store to make a cake is like getting SDL and Vulkan to make a game engine.Buying a premade cake from the store and serving it for dessert is like using a premade engine.Raising your own chickens and growing your own wheat is like making Jai.
https://www.youtube.com/watch?v=TwW9UPc8ImU
>>103176342Nigga you need Defold.
>>103178833op_goes_jogging.webm
>>103179325>using unity is like buying a finished gameenginetards are delusional
>>103179794Using unity is like buying premade food to serve at dinner.
>>103179821Using unity is like using store bought ingredients, a premade pan and a stove to cook food. At least the person using unity gets to eat while you struggle with assembling the stove.
Please take retarded engine war arguments to /agdg/ thanks
>>103179836>Using unity is like using store bought ingredients, a premade pan and a stove to cook food. Nah that's what engine development is like.>At least the person using unity gets to eatStatistically he doesn't since he's making slop.
>>103179051Okay I figured it out. But now I don't know my my Clouds which are in the foreground are translucent when they're over enemies. I want them to be opaque
>>103179836You are 1000% more delusional than "enginetards", jesus christ
>>103173523>all the stickmen going to the store are going to die when the judgement hits btwThis anon gets it.
First test of collision with an arbitrary convex polyhedron that I made in Blender and imported into my engine. It's using the box inertia tensor right now because I haven't looked up how to calculate other ones.
Am new. how do i make interesting enemy movements. Especially related to shmups.this is what i've got so far: Assets are place holders until i find an artist that I can pay to make assets.https://youtu.be/YIjK6Cu1s7w
Hi frens. About a week ago I posted a character controller I wrote in three.js using havok.js and havok.wasm directly that I pulled from babylon.js. It used several things I had to figure out such as Shapecasting, create shapes, inertia, velocity, restitution, etc. I took a break for lifting, work, and the election though.Now that I sat on it for a week though, I was thinking a better route to go may be to directly write a plugin using what I've learned to mimic how babylon.js uses Havok to try and make it easier for the users, and document it. That way users could look at babylon.js physics examples and tutorials and use them the same way.I decided to call the plugin Hackvoc as a mix of back and Havok. Would anyone be interested in a project like this? The idea is giving people the best physics engine to use with three.js hopefully by the time TSL, webGPU, and that plugin for blender that allows dropping scenes into three.js code all mature to hopefully get a good FOSS alternative to unity and Wokedot due to the drama of 2024. I could ask /wdg/ and /agdg/ too of course.
>>103181271Nobody is going to do serious game development for the web
>>103176342>Don't answer Unreal either -- that engine is OVERKILL for most games.Oh no, what happens if it OVERKILLS your game??!
>>103181288Why do you think that?
>>103176342>OVERKILLyou mean to say that it works and there are no consequences?awesome.
>>103181355I should ask you why you think they will? What makes you think all these immature technologies nobody currently cares about are going to become standard for gaming?
>>103176342Show us your flour and eggs
>>103181462I never said standard for gaming. I said alternative to unity or godot. But I guess I can answer. A bunch of companies came around to create webGPU which uses the Vulkan renderer and it's so good other engines are looking at implementing it despite it being made for the browser. Previously we had webGL which used OpenGL and didn't even have GPU access, so we went from dogshit to top tier rendering. Three.js already has webGPU implemented and had a huge community behind it already making all kinds of plugins for about everything you need, graphics and the physics engines were two of the most lacking in performance things. They most recently have been releasing their own shader language that uses webGPU called Three Shader Language (TSL) to make shading easy and people are creating all kinds of cool stuff with it. As for the physics part I mentioned, previously we had shitty JavaScript based physics in the web. But thanks to WASM we've had a few alternative physics engine options such as Physx from Nvidia, and for babylon.js they have Havok physics in WASM, which a few performance tests guys showed outperformed physics tests done in unity and Godot. The havok.js and Havok.wasm can be used outside of Babylon in any js front end including three.js, but it has no documentation and no plugin so it's all been reverse engineering. Havok normally takes a massive sum of money to get a license to use and is pretty much the best and most popular one there is, however the web variant is free.The community is a big part though. Tons of people have contributed to three.js since it's open source and have made plugins for it. One I've been watching recently is a better method of exporting scenes directly from blender to three.js as a gltf scene. And of course you have the option of doing it all natively in the browser which would be good for something like a VR chat or source styled game where worlds load assets as you go to them, or using something standalone.
>>103182095Unity is the current standard for gaming, it's never going to be supplanted by web tech, which is always going to be slower and more bloated than native stuff. I mean why use webGPU when you could just use DirectX or Vulkan directly
>>103182136WebGPU outside of browser targets is just a simple abstraction around the native platform APIs. If you don't want to roll your own layer, it's pretty nice.
>>103182136>Unity is the standard Lmao nigger. Unreal blows the fuck out of unity
>>103182153So far we haven't had a decent wrapper around native platform APIs since native platform APIs were a thing, I don't think a JavaScript API is gonna be it
>>103182170It isn't a JavaScript API
>>103182177Then why does Google say it is
>>103182181It's basically the same as BGFX but a more modern APIhttps://github.com/google/dawnhttps://github.com/gfx-rs/wgpuhttps://github.com/gfx-rs/wgpu-native
>>103182181This is what happens when people just do Google searches to make their argument and put in no effort. This is supposed to be the tech board and redditors know more what they're talking about in this thread from 3 years ago than you do. Come on dude do a little research before you post, you're embarrassing us.https://www.reddit.com/r/rust_gamedev/comments/p2ihhz/wgpu_vs_vulkan/I found that thread while trying to find a game example not in the browser to show you that uses webGPU. Veloren was the one I was thinking of.
>>103182198I still don't think you're going to compete with Unity on a web stack using JavaScriptIt's too slow for real games
>>103182212Why would the Wikipedia entry say it's a JavaScript API when it isn't?
>>103182198Correct me if I'm wrong but wasn't the multiple variations because of a disagreement between different companies like Apple and Google on how to go about webGPU?
>>103182221Do you think webGPU is made from JavaScript? It's not. The JavaScript API is for using it lmao. I believe it's made in Rust.
>>103182239I don't think anything, I just go by what I read, that it's a JavaScript APIJavaScript anything shouldn't touch a game, except for maybe some high level scripting
>>103182214I've decided to roll my own abstraction layer but WebGPU for C++ and Rust are good alternatives to implementing cross-platform rendering with native platform APIs.
>>103182239I'll add onto this and say JavaScript has become incredibly good lately because people are relying on it less, the way it should be. Graphics aren't made from JavaScript it's just calling to an API. Likewise the physics engines that use WASM that you just control with JavaScript are insanely performant.Hell, the best backend web server out there uws written by crypto bros in c++ has a JavaScript API library for node.js called uws.js that just calls to the C++ version of uws and it outperforms all the rust web servers from fucking node.js lmao.JavaScript is just being used for an easy overhead, it's hardly doing any of the lifting anymore.
>>103182279Using JavaScript and calling to other languages that do the heavy lifting is still not a good way to make a game
>>103182251The guy hasn't done any research, he's just talking out his ass. He thinks webGPU uses JavaScript. WebGPU is kino as fuck, I've tried working with Vulkan directly and it's complicated.
>>103182288I don't need to do any research because I'm not making any claims outside of "JavaScript sucks"
>>103182291You've made tons of retarded claims. You don't even know what webGPU and implied it was JavaScript because you did looked at a Wikipedia article after googling for like 15 seconds.
>>103182310I said that WebGPU was a JavaScript API, which is what I read off GoogleMaybe it's not a JavaScript API, he still brought up 5 other JavaScript technologiesThe future of gaming is not going to be built on the web using JavaScript
>>103182323I keep saying as an alternative to Godot and Unity, not the future. You're the one saying future.Free Havok physics plus a great renderer and a cool new shader language where people are already creating tons of cool shit is all reasons enough to want to give it an attempt, given Unity tried to jew devs earlier this year and Godot is going on a path of self destruction and wokeism and hasnt ever had a serious game made short of a buggy sonic remake.
>>103182379That's some immature reasoning
>>103174495Why is it that redditfrog posters are always the most socially inept, limp wristed, mentally retarded, unfunny, effectively underage posters?Holy fucking shit, I've never read a single good post accompanied by an ebin reddit frog. Their posts aren't even offensive, they're just sad.
>>103182388pepe is the avatar of patheticness
>>103182387>Hey GAME ENGINE development general I'm working on developing something for this game engine so people don't have to pay tens of thousands for licensing >Durr here's a Wikipedia article I googled now I'm a master who knows what he's talking about you'll never be the futureI think you're mentally retarded and in the wrong thread.
>>103182429by all means make your engine, just dont think building stuff on the web will be relevant to anyone
>>103182455You know where we are right? Do you think any of these people's engines in the thread are ever going to be used by anyone other than themselves? Free Havok physics would be infinitely more valuable in comparison. But that's neither here nor there, this is pretty much a hobbyist general so no one cares about the word relevant.
>>103182839Well obviously, you talk to people under the assumption that they're going to realize their ideas even though there's a 99% chance they won'tPhysX is free btw so free Havok doesn't really matter
>>103182902Yeah but Havok has better performance and is better in general desu
>>103183038you literally just made that up
>>103183055Not really. I saw a bunch of people stress test different web physics engines and Havok always came out on top with Physx second. Then of course all the JavaScript ported engines that didn't use WASM were way behind.Hell, even in unity you can find stress tests for yourself between the two and Havok comes out on top. You literally do zero research and speak out your ass.
>>103183133>I saw a bunch of people stress test different web physics enginesThis means absolutely nothing
>>103182095I really don't like javascript. Maybe there's a few people out there that are THAT into web, but I'd much rather use Unity or Godot, which can export to web if I want it, in addition to Desktop.I just see Web as a tool for advertising the Desktop version of the game, not for being the primary experience.
I'd make an action game but I don't know where to get playtesters.
>>103181271Lately, I've been thinking about treating the web browser as a viable platform to play games on, except much more accessible and frequented due to the large amounts of people actively frequenting it.I'm curious, whats the workflow like, compared to researching compile flags, dealing with the odd segfault or two and hacking in features that game engine users seemingly take for granted, such as hot reloading?t. a cnile crawling out of his shell
>>103183727That's fine. To each their own. I would just like some foss shit. >>103183812I'm relatively new to game dev moving out of backend webdev and pretty much just focusing on physics stuff myself. But I'll answer to the best of my knowledge.Well for starters since JavaScript is an interpreted language it's way simpler. Literally the first thing you typically do is start with HTML then add in your scripts. It's JIT compiled (just in time, dunno if that's a JavaScript exclusive term or one a lot of people use). There's not gonna be any segfaults either, just runtime errors because JavaScript uses garbage collector for memory management so you're not really dealing with memory. Debugging runtime errors are easier. Garbage collector isn't obviously as good as just doing memory yourself but it works pretty well. Simondev has a video covering it. https://youtube.com/watch?v=easvMCCBFkQAs for hot reloading you just handle that with a tool like vite or webpack, pretty much everyone uses vite now I believe.JavaScript is pretty much a baby language that holds your hand. It's pretty much as easy as create the file and start coding. You pretty much just make a boiler html, bring in the engine through either a cdn or npm install, then run vite and put a canvas on the screen and do basic CSS changes and a bit of JavaScript to fit it to the screen and account from resize. From there it's pretty standard, just create the scene/world and start making shit and coding shit based on the engine you use. How you go from there is up to you. It's literally that easy. Check out that Simondev guy I mentioned's YouTube. He used to be a professional game dev and retired to learn three.js, and he has several courses in it both on YouTube for free or paid ones. He's about to release a new one covering physics which is perfect timing since I was just starting my journey of reverse engineering havok.js out of Babylon.
>>103183948Thanks for your overview, anon, appreciate it.> Check out SimonDevI've taken a look at his GC video, and I find it pleasant to see that there isn't actually anything magic about the GC. However, I'm still confused trying to figure out whether V8 has a easier time dealing with long lived global objects (i.e. memory to be used as pools or arena allocators) or short term ones.> As for hot reloading you just handle that with a tool like vite or webpack, pretty much everyone uses vite now I believe.> You pretty much just make a boiler html, bring in the engine through either a cdn or npm install, then run vite and put a canvas on the screen and do basic CSS changes and a bit of JavaScript to fit it to the screen and account from resize.JS users sure are having it good, compared to having to do literal rituals setting up external libraries just to open a window (yeah, windowsfag here).
>>103178329For the Bethesda style games, I just don't like the gameplay. The movement speed is too slow, and it's not aracadey or gamey enough- I wish they had better ability/skill systems like in Diablo-clones or other action rpgs. Basically, combine Fallout with Ultrakill.When it comes to RTS games, I think it's better to make hybrids than straight up Age Of Empire clones. For example, XCom in real time, crpgs like Freedom Force, and so on.
>>103178329To me the problem with tycoons is the balance between sandbox and challengeSome games severely limit your creativity, you have to unlock every single thing and when you finally have the ability to build what you want you've already experienced everything the game has to offer because it took so long to get there.On the opposite side of the spectrum you have pure sandbox games where you can do what you want but the goals are either nonexistent or don't align with what you really want to do, so it quickly gets boring once you've already accomplished what you initially set out to do.I can't think of a game that has a good balance between the two.
>>103176342>Don't answer Unity -- it's bad. And no, it's not because of the shitty business practices, the engine is pure slop (and doesn't work on Linux).Cope
>>103173111you're insane dude
>>103185171You have to be a little bit loco to be a gamedev.
>>103182224
>>103173072this implies I want to make a cake. I do not, I want to make eggs & flour
>>103185476No love for the humble farmer. All we care about is the baker....
>>103185818You can tell this image was made by a zoomer because games always had high PC requirements and kkrieger was made by a demoscener and wasn't a real game
>>103183948>I'm relatively new to game dev moving out of backend webdevSo why do you think you know anything about game dev
>>103181290you ship a pixelshit platformer with gaytracing ON
>>103181271Certainly interested, though I've postponed any 3d/physics work on my project for now. Like I said last week, I've tried cannon before and the lack of documentation made that really frustrating, so a plugin with a well defined API would be more than welcome.>>103181462>I should ask you why you think they will?I can see a few reasons:>cross-platform by default>stupid variety of UI toolkits, libraries, etc>very fast iteration time>everything has already been ported to JS for you>abundance of unemployable webdevs that need to pass the time somehowBut most importantly, the restrictions of JS just don't apply to your usual hobby/indie dev. You're not making a 3D open world game not because your code can't handle it, but because you can't make/buy all the assets needed. Same reason you'll go with Visual Novel cutscenes instead of full facial animation, why you'll use 32x32 pixelart instead of 4k drawings, etc.Personally I would prefer to strap a webview on top of a native renderer, but sometimes pure JS is not bad enough to be worth that effort.
>>103187155>the restrictions of JS just don't apply to your usual hobby/indie devindie devs manage to make games in Unity and Unreal that run like shit because they don't know how to dev properly, I'm sure they'd appreciate an even slower platform
>JavaScript and Engine Development General #222
>>103187989the hubris of webdevs
>>103176429Do a barrel roll
Is it possible (in OpenGL) to have a GPU create a texture (such as a lightmap of some kind) using a shader? I'm curious if real time lightmap calculation could be done in the GPU for illumination.
>>103188752If you're doing it in realtime there's no need for a lightmap
>>103188752You mean framebuffers?
>>103182198for me, is SDL_GPU
I have a few animation layers, they are mostly controlled by individual keyframes which consume x,y,rot,alpha,zoom changes for a frame. Special case frames like "move to entity/point", or "spin in place" for dynamic things are in place. All of that to say frame-by-frame animations are a pain, but should have some polish on the animations done here soon. I can do all of the player limbs individually for example, its just slow to get it looking gooder.
>>103189109Wrong webm though, I should have went with epoch time for file
>>103189119it would look better if the camera didn't aggressively stick to the character. put some damping in there
>>103189138Thanks for the observation, I can see good opportunity there for improvement.I'll do some experimenting with the camera all together and see what I can come up with. Huge.
>>103173072But the man in the image should be smug and smiling ....>>103173623>beat me to itThat's all I have left man ...>>103173111>>103176429>>103176531>>103177264Good job on the progress!
So far I'm skating on thin ice here bros
One thing that could help me decide what game to make: judging the potential development time in years for the development of the game. Whichever is shortest, I choose....And almost all of the ideas I have would potentially take 3 years to make each, and I can't decide which one I like best.Only 1-year idea is a "simple" roguelike.
>>103189945IDEAS=10; echo $((1 + $RANDOM % $IDEAS))stop it with your analysis paralysis. Just pick one and work on it. It's fine if in a month you don't like it want to try another one. go ahead, you will have learned a bunch anyway. gamedev is a process more than a destination.
IDEAS=10; echo $((1 + $RANDOM % $IDEAS))
>>103189138Damping results. You will need to imagine the character at the feetsteps, I still have the character on different camera while I test some callbacks but you can see the smoothing already I think.
>>103190807I still need to spend time for a proper running animation when wielding weapons, but here is the game camera. Probably could be tweaked a bit but looks better. Thanks again.
stupid way to render liquids?
>>103192298make a liquid shader and then you tell meliquids are hard.I don't think anyone would fault you for baking a sim or cheating in some other way.
>>103176491>capitalismsorry guys i meant socialism i'm a retard btw
>>103192727itd work this time
>>103176342>general structure and editor is just asswhy>the engine is pure slopwhy>engine is OVERKILLwhy
>Can't decide what language and graphics API to use>decide to let pickerwheel decide>spin it>it chooses opengl, but with rust
>Decide to look at a tutorial for making rust opengl apps>first thing it asks you to do is use some existing non-opengl-related library (bytemuck)Typical Rust, """if it ain't broken, don't fix it""" am I right (the library will probably be "broken")?I'm always hesitant to use cargo add since they don't really tell you what license each "crate" uses, and I prefer, for the few non-platform-specific dependencies I use, have only public domain or zlib licensed ones.At least they tell you to use unsafe bindings for opengl 3.3? The first chapter basically tells most rustbros to "suck it up and use the unsafe bindings since it's easily translatable from C tutorials" (most safe wrappers are lacking in the tutorial/example department, which is one of the reasons I'm not the biggest fan of rust)
>compare the filesize of a minimal c++ program and a minimal rust program (both optimized for filesize)>The C++ exe is 16KB while the rust exe is 50KB
>>103194270Amazing, I can fit 20 more of the C++ program in my floppy disk
>>103176631Just use C++/OpenGL/SDL and you're good.
>>103182181Nigga you say this shit every fucking thread and people keep telling you it's not a fucking JS api.
>>103182181Because it is don't listen to these sheep.
>>103193873At least now you know what you don't want to use.
>>103189722Kek
>retards falling for the rust-bait ittwhen will they ever learn
>>103195695?I'm just explaining why I'm hesitant to use rust
>>103176531kek
>>103177264that has to be darmanitan
>>103178833phat ass
>>103177571I dont feel like checking whether that number fits in a 64 byte integer but well, json uses 64bit floating point numbers according to specification. Store your shit in a string and convert it at runtime to do fixed point arithmetic on it.
>>103173072right boys, database management written, its functional enough. State management was done last week. Next is either rendering or physics system. Both will be really hard considering the engine I want to make. I'm leaning physics since the rendering will need it to correctly draw what I want on screen.
>>103194340Web devs always play word games to try to pretend they aren't using JavaScript until you pull back the mask and it turns out they are in fact using JavaScript
Progressing on my editor. Currently working on making a first release to the little community. Hopefully with some feedback.
>>103197300For a good measure - sprites that were rendered from this model.
>>103179582You can't even create a project if you don't have internet access. That is sus as fuck.
I worked on a skin shaderCan't say I'm too happy about it, but I feel like it's good enough for now. Going for a stylized but not cartoony look
>>103197300>>103197312It looks awesome!
>>103190807a lot better
>>103176342using SDL does not count as "making game from scratch" btw
>>103193873beef and SDL_GPU
>>103194270weird, does rust "amazing" compiler can't even do dead code elimination? does it package a gigantic std lib?
>>103199283Yes, you have to use the nightly compiler to compile the std lib yourself (and optimize it for size) instead of statically linking the existing speed-optimized one
>>103199322>>103199283They do have lto though.The backend is literally just llvm
what books should I read to make online game server?
Hello world!
>>103199895billions must fly
>>103200057I look like this and say this
>>103187989a man drew this
Say I want to make a game, and want to target its release as some time in Jan-April of some year. I might take about 1, 2, or 3 years (plus some extra months give or take) to make the game depending on what the game is. I want to have a game released as *close* as possible to the release of Switch 2 and/or PS6, in order to raise the possibility of me being able to port to one of those potential new platforms (in case my game is successful enough that people care).Which year should I target?
>>103200303Completely unrealistic plan, you have no control over any of those things
Which should I do as a first-timer for shipping a game -- 3D or 2D?
>>1032005092D
>>103200509irrelevant
>>103198377Looks really nice!
>>103197300>>103197312this is really good, it reminds me of how pre-rendered graphics were used in the 90sI would totally use it as an alternative to blender for making sprites
I have had a decade long interest in real time pathtracing since finding out that it was already technically viable since the late 2000's/early 2010's (Quake Wars RT, early OTOY Brigade demos) if one ignored the extra effects that people associate with Nvidia's RTX branding push. But also I'm admittedly not too interested in terms of engine stuff beyond more autistic tweaks and retooling like a 64-bit world graph or creating it outside of C-likes (Rust included).Would it be wiser to just tinker with RT plugins and pieces related to projects like O3DE or Monogame? Hell, one could copy Trial and learn enough Common Lisp to jam in pathtracing.
https://akselmo.dev/posts/moving-from-c-to-odin/Thoughts?
>>103203857What do you mean? If you know a cool language that supports all the libraries needed for your project then go with it. All there really is to a language besides syntax and the compiler is library support. I wanted to write my engine in D, but it had no usable ECS lib, so I went with the abomination called C++.
>>103204204Do you use ECS for everything or just some specific parts?
>>103204251"For everything" I guess where it actually fits. It's just a handy storage. Have you seen how is it done in Overwatch? I'll try to find the link to the vid.
>>103204334Wait but are you doing stuff like a System to handle all velocities of entities that have Component "Movement" is a single loop?
>>103204334https://www.youtube.com/watch?v=W3aieHjyNvw>>103204352Uhh, physics is the harder part because I use separate physics library which keeps it's own state, currently I just copy changed positions every frame to Position component. But yeah, Render System iterates all entities every render frame that have Render Component (mesh and texture ids etc) and Position Component.
>>103193873Enjoy your 10 minute compile times and having 4 inscrutable nothing-renders bugs instead of 100 over the entire lifetime of your project.
>>103199895Whats up with your grid?
>>103204204>What do you mean?Despite respecting the choice of this article's author, is it really that difficult to mantain a game engine made in C? Do these "Better C" languages give concrete help to development, or do they simply satisfy programmers laziness? This is a bit of a "philosophical" rant maybe, but I wonder if these new languages are just a consequence of not knowing how to design projects architecture
>>103203857Doesn't that guy work more with C++ due to being a KDE dev? Not sure why he'd stick to another beyond having less sharp edges than C. And people have written in the same cadence this does but for Zig or Golang or Crystal or Nim. And I assume this will also repeat for Jai and even Hare. I assume it's the same passion that drives the development around the handfuls of JavaScript variants. So what happens when that buzz of novelty ramps down?Just have a feeling that the lisp weenies were more correct.
>>103204568raylib has a lot of trouble rendering the grid when the camera is moving. Some sort of anti-aliasing thing?I only turn the grid on in debug mode, hopefully I won't have a need for it in the game itself.I've hit other weird issues with the grid rendering, not sure why it's so fucky
>>103204604>satisfy programmers lazinessThis is very much. Stops you from wasting time. E.g. I'm fed up with having to write headers first, then having to prepend every class function name with "classname::" (in case of c++), and having to care about include guards and forward decarations. Also there's no usable string manipulation. I'm talking more about C++ alternatives which do more for you than just better C.>is it really that difficult to mantain a game engine made in C?Maintaining it won't differ much from other languages, but imo it's more about how easily it is to implement new functionalities. Comparing with Python (unironically) - you just write a stupid piece of code and it works, while good luck splitting a string in C or C++.
>>103204604Laziness? No, you're fundamentally misunderstanding this. Programming is all about convenience and C is notoriously bad on that department, which is an issue people have been trying to tackle for decades, "Better C"s aren't nothing new.New languages certainly aren't my favorite solution to that problem, but if it works for you, it works for you. I think a game is the perfect testbed for this kind of thing because they're totally self contained and independent, whether the meme language you used withers into obscurity or not your game will keep on running just fine.
Sometimes I get an impulse to make my own engine but>(bone) animation/skinning>file imports>audio fuckery>compatibility If it were just about the rendering, physics, etc I'd love to do so, but that other stuff would give me an ulcer.
>>103205708Can't you use libraries for those?
>>103205708>(bone) animation/skinningYou can just skip that and add it later when you feel like it.And this:>>103205733checked
>>103205733FBX is proprietary. Not sure about animation and skinning libraries but as far as I know it's all very hit and miss. Audio you can probably get away with a lib. Compatibility n/a.
Has anyone ever tried to implement PTex in their engine? Fuck UVs.
>>103205776I believe that with virtual textures and bindless textures it should be possible to store the hundreds of thousands of texture tiles that make up a ptex asset. But forget about it working under older systems.Maybe using bindless pages in a virtual texture system?It sounds ridiculously complex, but if anyone manages to do it they'd probably get hired by Epic
Say my game is 2D, but instead of pixel art sprites, each object/entity/item/etc in the game is represented as "card game cards". Is this OK? Do people still like cards? Would it be weird for a game to have this aesthetic and not necessarily be a card game per se (it'd be a sandbox rpg with objects as cards)? And has a game actually already done this (in which case I shouldn't bother doing this)?>>103205776Doesn't sound like it'd be useful for real-time rendering. Looking it up, it's made by disney, so chances are it's meant for offline rendering (i.e movies)
>>103205769>FBX is proprietary.That raises only the question whether you want to use it or not. There are open source importers.
>>103205708>skinningnot that bad conceptually, moreso an issue of figuring out how your animation importer provides the transform data>file importsuse a library, this shit is just tedious>audio fuckerynot sure what you mean but DSP can be interesting>compatibilityagain not sure, but the windows api is very stable, there are more compatibility issues with broken rendering APIs
>>103205835>Virtual TexturesBingo, but merging the two would be one hell of an ordeal.
>>103205835>>103206330You'd do all of this then faggot artists would refuse to use it because they feel like it endangers their job security.
>>103204604>I wonder if these new languages are just a consequence of not knowing how to design projects architectureNo, C is cumbersome to use, this is fact not inexperience>>103204734Odin is not a novelty language, it doesn't really have any shiny new features it's just nicer to use than C
>>103203857>someone learns a new language>it's not Rustsisters we can't let this happen
How the fuck does one use rust for gamedev anyway? There's no OOP in rust, and most games (especially large-scale ones) these days use OOP or gameobject components (also OOP).
>>103206502dont even ask
>>103206502>how does one use RustYou write in all your social media bios that you're a Rust user. You join Rust Discords to coordinate with other Rust users. You organize to request any and all projects you find be entirely rewritten in Rust and don't give up until they either concede or ban you. That's step one, once you've gained some experience doing the above the more experienced Rust users will show you the next steps, such as where to order estrogen, how to best sneak it into your roommates drink to create more Rust users, and who to contact for a bottom surgery.
What programming language+paradigm ensures that people will use hooks to mod your game if they care enough?I'm guessing C++ with standard OOP and RTTI; that's how bethesda games get code mods, people just hook the rttiProbably would be best though, to support modding OOB, have a C++ plugin library SDK instead of just "leaving it to fans"
>>103206612If you want people to mod your game use a scripting language
>>103206618Even if it might be a complex or large 3D game? Wouldn't scripting runtimes get in the way performance-wise of a complex 3D game (i.e a simulation or sandbox of some kind)?
>>103206626most modders dont know C++
working on a modular weapon config systemthese are some of the concepts >>>/vrpg/3658478but for now just blockout models
>>103205846I think that's what someone here was sperging out about a couple weeks ago >>102946078 personally I don't have a strong opinion
>>103206626LuaJIT is plenty fast if you structure the APIs well. You can go faster if you call into C from Lua and not vice versa (typical engine components become Lua bindings)https://stackoverflow.com/questions/12329128/luajit-ffi-callback-performance
>>103206502Yeah, it's better to use languages like C or Odin, which offer OOP capabilities. You definitely can't make a game without those.
>>103192298not simple but phyx flex is probably the only way.
>>103206502>OOPWell, if you're making a snake clone and you measure your progress in number of lines of code then go use OOP. It's good if you want to just write.
>>103192298Just use SDF + ray marching
>>103207388this is such a banal argument
>>103207399Idc how it sounds like. What do you need OOP for besides sorting your functions into classes?
>>103189119nice grid effect, makes each tile look 3d instead of looking like a grid over a flat surface
>>103200057cute
>>103206502no one uses POOP for gamedev go shill somewhere else javajeet.
>>103207811>no one uses POOP for gamedevover 95% of games use OOP
>>103207841over 95% of shit your pulling is coming straight from your ass.
>>103207854comes from working on games you ignorant fucking retard
>>103207871cool what games you made then?
>>103207882a few platform games, spaceship game, rpg / isometric adventure game
>>103207854nta but if you would look at source code and symbols for most retail games released between 2000-now a lot of them use C++
I'm working through Joey DeVries's learn opengl & I'm trying to render the triangle (https://learnopengl.com/Getting-started/Hello-Triangle), but only the background is rendering. I'm writing in C but comparing my source to his I can't see anything that's glaringly different. I'm using gcc & MSYS2 instead of Visual Studios; could that be the problem?Shit, since I got so long to wait here's more info: Learn OpenGL uses GLFW for the window & glad to wrap OpenGL functions.Here's my code for drawing the triangle: https://pastebin.com/QEBpjb9hAnd Joey DeVries's: https://github.com/JoeyDeVries/LearnOpenGL/blob/master/src/1.getting_started/2.3.hello_triangle_exercise1/hello_triangle_exercise1.cpp
Opinions on this type syntax? Better suggestions?a = new int^ //pointera = new int[] //static arraya = new int[?] //dynamic array (vector)a = new int[^] //slice
a = new int^ //pointera = new int[] //static arraya = new int[?] //dynamic array (vector)a = new int[^] //slice
>>103207940yeh that was peak early 2000s OOP craze.and the end result of that era was the universal acceptance that OOP was a disaster, birthed clusterfuck codebases, and created a massive amount of performance issues due to cache misses.componancy and later ECS came along as better replacements.
C++ was invented to create high-paying jobs that required jumping through hoopssource: my ass
>>103207996OOP usage hasn't stopped you idiot, go spew ignorant garbage somewhere else
>>103207948> glBufferData(GL_ARRAY_BUFFER, 9, vertices, GL_STATIC_DRAW);the second argument should be 9*sizeof(float)
>>103207948glBufferData works with byte size, but you're hardcoding 9 as the size value (presumably because your array has 9 elements, but that's wrong)
>>103207996>universal acceptance that OOP was a disasteraccording to whom? ECStards?>muh cache misses>ECS, better replacementhahahahahahha oh no no no no
>>103208017>>103208024good morning sirs
>>103208056>Don't like ECSslop? You must be a pajeetYou're not fooling anybody ECStard
>>103208018>>103208022Thanks!
>>103208068ECS just gives you fast, runtime composition. It is the most perfect paradigm for game programming.
>>103208096runtime composition is actually one of the weak points of ECS, and it's not a great fit for game programming because it's hard to compose behaviour with it
>>103208068POOP programming is donzo and you know it.you are either a retarded jeet fresh from his durgasoft streetshitting degree.or some out of touch boomer who hasn't left his java ide in 20 years and thinks 1 million loc a small banking application.wuit coping and get with the times.
>>103208108It's so easy to compose behavior with ECS. Selective querying in systems, change detection, and inserting/removing components at runtime to enable/disable behavior is so productive
>>103208116You have no real experience working with games and are just repeating what you read on a tech blog or something
>>103208116>donzo>wuitLearn proper English before you talk shit.And for the record, I'm 24.
>>103208124inserting and removing components at runtime in ECS has a performance penality and invokes a bunch of unncessary copyingECS systems have no hierarchical structure so complex behaviour in ECS is just a big web of system spaghetti
I'm going to use OOP but in "non-OOP" languages like Rust and C and you will LIKE IT
>>103208127>>103208126you are both brown and unemployed.
>>103208134I'm white.(I am a NEET though, so I'll give you that)
>>103208160yeh your never gonna get a job using 20+ year old programming paradigm that 90% of the industry has moved on from.
>>103208180>your
>>103208180>90% of the industry has moved on from.Stop making shit up
>>103208200>Stop making shit upno u.enterprise is literally the only "industry" still doggedly commited to POOP.wanna see what a 1 million loc banking application looks like.wanna still cling to POOP as a "le epic professional programmer" paradigm.wanna see the hells that techno-jeetery can conjure.
>>103208230game devs still all use OOP
>>103208230I want to post that one interview with Stroustrup as a final argument but I think you're holding good without it
>>103208230>no u>reddit spacingYou must be 18 years or older to use this website.
>>103208230Go away ESL
>>103208279that's not reddit spacing lmao
>>103208308Yes it is
>>103207925Nta. This explains everything, my retarded argument stands >>103207388
>>103208347What argument?
>>103207388OOP is the industry standard you child
>>103205708R A Y L I BAYLIB
>>103206502You hook into a scripting language like lua and let it do the important work>t. tried gamedevving in pure rust, one blue moon ago
>>103208358That software with complexity comparable to a snake game is usually the most that OOP can handle. Or better - you can allow yourself for unnecessary complexity in a simple game where you literally don't have to care about performance.>>103208427Your mother is the industry standard. I agree your ancient pajeet game industry with serious ideas taken from a 90s joke may have different standards than current games. Go write code instead of software.
>>103208543>That software with complexity comparable to a snake gameI literally worked on a 3D RPG with a homemade engine which is more complex than you or anyone else in this thread has done
>>103208566Yes, my fault I called it complexity, meant more like how 'advanced' such games are. But you're also not free from such a fault:>>103207925>rpg / isometric adventure gameI would call it 2.5D at most.Anyway what does it change when you're working in your own industry with your own standards.Complexity is not quite a good thing you know, especially when you have to maintain a codebase.
>>103208639>I would call it 2.5D at most.Are you fucking retarded? You literally know nothing about the game, it's a fully 3D game, making a 3D engine is complexEveryone in the game industry uses OOP, from the one man indie to AAA studios making the most performant games
Does Unity work in Linux using Ubuntu 24.04? I've heard there's issues with logging into Unity Hub thanks to Canonical changing how AppImages work or something. Also is JetBrains Rider good? I hear there's a free version now.
Reminder to use the AGPLhttps://opensource.google/documentation/reference/using/agpl-policy>>103204826I paused it at around 14 seconds and it looks like the lines aren't being drawn completely near the camera. The segments look broken and somewhat pixely.
>>103208773Why would I want to give my code away
>>103208773>Reminder to use the AGPLThat's an overkill. Nigger+ would do the job.
>>103208869underage faggots get out
>>103208663All you keep saying is that 'everyone is using OOP'. Which is clearly false, even when you don't count small indie games.OOP is not an efficient tool for this task. You're like the other anon itt saying "webgpu is a javascript api", except you just decided to shit on data driven approach because you want to have an opinion. Any opinion.
>>103208874>adverse reaction in 22 secondsThanks for proving my point
>>103208951>All you keep saying is that 'everyone is using OOP'. Which is clearly falseNo it's not false you ignorant fucking moron, go do some rudimentary research on the topic you're talking about before making claims about it
>>103208979>rudimentary research on the topic you're talking about before making claims about itThis is intentional right. You want me to comment on this or reply with the same line.No I know you're upset. Well I can't prove it to you that I'm not and that I'm currently masturbating with my left hand. You see, people would call me a faggot for that, but neglecting the left hand leaves you with asymmetric muscles. I just know better than the so called everyone.
>>103209112>I'm currently masturbating with my left handTMI
>>103209112I have no idea what this reply meansYou're like someone walking into this thread and claiming the sun orbits the Earth, this is unequivocally false, anyone who believes otherwise is extremely ignorantThe overwhelmingly majority of games are written in OOP. >99% of professional game studios are using it. I would be very surprised if you could find one that wasn't
>>103209262Just ignore him, he's a troll.
>>103209339I wish he was
>>103207811My enemy objects all inherit from the enemy class and that class has the default AI, so I can create new enemies and not have write new AI, basically just set some variables for attack distance, follow distances, etc.
>>103209496nigger do you know what an enum is?
>>103209262>sun orbits the EarthBut this is how one would make it in-game.>>103209339I admit it. For simpletons I'm a troll. You don't have to understand what I say. Your knowledge in your narrow field earns you money (I hope).And whoever made those 2 replies didn't really help anyone because I suspect you of samefagging.>>103209496And what is your point here while all of this is possible without the use of inheritance?
>>103209667This is like when criminals know they're guilty so they pretend to be crazy
>>103209676So this: >>103209496 makes you a criminal? Or a nodev that just watched a bunch of yt tutorials on C#?Thank you for your impatience. Hope you'll find someone else to shitpost with.
>>103209716You can pretend you're an epic ironic ruselord because you got called out for saying dumb shit but it's not going to save face for you
>>103209667>And what is your point here while all of this is possible without the use of inheritance?It seems nicer to have all the shared functions in a parent class, I can also combine inheritance with ECS so that all enemies have the same components, but children objects can be slightly customized.If all my enemies have a "stats" component, wouldn't it make sense to put that component in the parent class? Then when I write a new enemy, I don't need to initialize stats again. Same goes for AI related code
>>103209667>For simpletons I'm a troll>Admitting to breaking the rules
luv me OOPluv me c++luv me industry standard programming practicesluv me visual studio'ate meme langs'ate rust trannies, nothin against em, just don't lioke em'ate trollssimple as
What's a good Vulkan wrapper that simplifies things a bit? I don't want to have to write like 4k LOC just to draw a triangle
>>103210349opengl
>>103210383good post
I'm thinking implementing a card-like system for my game, akin to that of Koikatsu and similar games. But i'm thinking of self hosting so people don't need to look in a myriad of places for them and can just open a tab in the own game to browse. Any considerations regarding that? I know i'll have to be careful for illegal material and possible viruses, but something else?
>>103210652Stop asking speculative questions and do something substantial
>>103210652You should not let users upload arbitrary data unless you've got the resources to handle all the headache. If you're asking, you don't have them.It's best to just have your game have a copy to clipboard button, then paste the string in your website, sanitize the data, and rebuild the card either on the client with js or in the server with whatever backend you have.
>>103210325c++ is even pretty good without virtual OOP baz. type traits do the same thing but are even better and more intuitive
>>103210719>type traits do the same thingthey dont do dynamic polymorphism
>>103198377jfc anon, that's really impressive. I've been in the enterprise software space for 12 years and seeing this stuff has always made me jelly.
>>103210383BASED
C++ is the goat