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Godot dev edition

/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
Render bugs: https://renderdoc.org/
Previous: https://desuarchive.org/g/thread/103571585/#103571585

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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I thought /gedg/ moved past the point of having ole Frosch make the threads for you. Well, it was Christmas, I'm sure you were all spending time with your families.

Lets all wrap up the year by trying to be productive!!
>>
>>103655889
OwO!? Is that a bulge I see!!
>>
>>103655889
she looks like she's very good at shader programming
>>
>>103655889
his arm is too hairy
>>
Are the people who post these types of images the best programmers or the worst programmers?
>>
SFML
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>>103655975
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>OP: The strongest furfag
>Me: The average Fygoonchad
>>
>>103655995
>Fygoon
Keep that evil on /v/ and /vg/.

>>103655975
The kind that wanted guaranteed replies.
>>
>>103656046
Fygoon is based, if this is an anti-fygoon thread I'm leaving.
>>
>>103656065
>nothing of value was lost
>>
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>>103656046
The furfags had it too nice for too long. Those weak "people" must know to fear the strong.
>>103656065
Another chad has entered the chat. Keep fighting the good fight.
>>
Getting lots of raytace stuff in my mailing list. Thoughts?
https://youtu.be/k2SBZSm2mOw?si=cqmGmDxmQ3kmf8oL
https://momentsingraphics.de/PathTracingLectures.html

Might add the lectures here to the /gedg/ compendium

>>103656065
He can come and go as he pleases but only if he is as respectful to /gedg/ culture as I as to /agdg/ culture when I first started posting there. /g/ is also fairly pro loli, I don't think he'll like it here.
>>
>>103655889
why do troons have such ridiculously refined good taste in sexy clothing,biy's not fair
>>
>>103655889
That cigarette needs to be shot with a shovel.
>>
>>103656165
The true spirit of 4chan is having people disagreeing with each others share the same space tough
>>
i installed vim, set it up for C and C++, downloaded Dear ImGui, Vulkan, and Glfw despite being a complete newbie to linux. i wanna make my own 3D game engine. i have no clue about what i should do first, how to do it, or why exactly vim is telling me about clang when i use gcc and g++. i know that it's a skill issue, i know that it's a bad idea to start out with 3D, and i know that it's like tossing a child into the pacific ocean as a swimming lesson. i just want it to be optimized, efficient, and memory friendly via object pools, constructors and destructors, AND with a low amount of dependencies.
>>
>>103655889
>she

https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3372620/extras/loop_sex_page.gif

https://store.steampowered.com/app/3372620/Axyn_Adventure/
>>
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>>103656086
will square shitnix receive my money if i buy this remaster?
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>>103655889
Your cable management needs work.
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>>103656238
oh never mind i just found out that they won't
today is an unusually good day
>>
>>103656210
>vim instead of emacs
>C++
uh oh ...
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>>103656238
Square Enix sold off the Legacy of Kain IP and Crystal Dynamics to THQ for $300 million, so no.
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>>103656318
the price makes me sad, the gooks don't deserve this much for basically reselling white culture back to white people, but what can you do
it's been the business model of the jap since 1950
>>
>>103656210
There is nothing wrong with trying to do the hardest thing first, the only thing you risk is crippling mental breakdown after your 50th rewrite of the same basic functionality that you get for free when you start a new project in Unity.
>>
>>103655946
Good thing I use opengl 1.1
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>>103656332
Why do you think I so vehemently despise anything Japanese-ey? Their entire culture was built on stealing and culturally appropriating Western works and perverting them; yet when we Westerners do the same to their garbage they cry out (silently) in protest. There's a reason why "the West" rhymes with "the best", and I will die on that hill.
Also the OG Blood Omen is fantastic, I played through it and the storytelling has taught me well on how I should go about it for future games.
>>
this board
>>103655889
But I get b& for posting daughterjak
kek
>>
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I think I need to take my project, do a hard downscoping of it, and do a clean restart from scratch. Surely, this time it will amount to something..
>>
>>103656377
It seems we are in agreement. I'm a fallen weeb, took me too long to realize it's a reflection of my own culture I'm craving.
Depending on your mileage and pedigree, we might actually know each other, I'm currently in hiding though, due to actions of none other than fans of jap slop.
I'd normally be a regular in this thread.
Currently playing through Blood Omen, it's underrated, people tend to skip it because it's 2D but it's no worse from the rest.
>>
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>>103656388
>>
>>103655975
Mediocre, the best try to maintain purity of mind and only save/post waifus and funny memes. Someone who posts traps for shock value is the same kind of person to follow fads in tech and miss out on their true potential. They're usually unpleasant to discuss game development with.
>>
>>103656377
Maybe the Japanese wouldn't be able to make a profit on perverting western works if the west wasn't insistent on perverting their own culture heritage.
Not like it matters. They were only behind a couple decades. Everything new is shit on both sides of the ocean now.
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>>103656210
>>
>>103655889
Name please?
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>>103656627
Sure, the west is kneecapping itself but I think they receive a fair helping in it from the japs. It would make perfect sense.
After all, who is the publisher of cuntmunglery such as Life Is Strange?
And who has recently made waves tweeting that "it's okay to make pretty characters in video games"?
Create a problem, then offer the solution to it. Classic.
Make no mistake, the jap *is* woke. Japs aren't white. Why wouldn't anti-white sentiment be to their advantage?
Japs will betray America within the next 30 years, they are waiting for the right moment to snap their leash. You never managed to truly civilize them.

>>103656210
vim is a text editor, you should just invoke gcc from your shell and worry about setting up compile hotkeys later
you ought to learn how the compiler works anyway
>>
Fygoon, you're awful shitposter. Not a single soul wants you here. Go back to /v/ and don't come back here ever again. Thanks.
>>
>>103656431
Personally, I began to despise Japanese media when I realized almost everything is just work/school propaganda; you ever noticed how, nine times out of ten, a new Japanese property just so happens to centrally take place in school or at work? What happened to the Speed Racers and Triguns where it's just some fun fantasy shit going on; even then, cartoons like Trigun steal from pre-existing media like the original Django (not Django Unchained, though that's not to discount Tarantino's filmography).
As for Blood Omen, it's actually a super cool game and I hate how, once more, I was not around when that coolness was popular.
>>103656627
True to an extent, but the West never made King Arthur a woman, now did they?
>>
>>103656185
it's a $8 acrylic maid outfit from aliexpress
>>
>>103656800
Tell that to >>103656065 and the others.
>>
>>103657011
doesn't matter, hot as fuck
>>
>>103656046
>>103656603
i was talking about the person in the image not anon, i see how my comment was too vague, my bad
>>
>>103656988
>you ever noticed how, nine times out of ten, a new Japanese property just so happens to centrally take place in school or at work?
School is the only time they get to taste a semblance of a normal life, it only gets worse after.
On the other hand, many jap games, say Final Fantasy, betray a longing for being white. The peak of the jap's ambition and fantasy - what if I had blonde hair, blue eyes, and could walk into a weapon shop and just buy a weapon, and then go and try to fix my problems with violence, instead of bowing down to my boss and returning to my salaryman office?
Alas, all the soul in Japanese media came from indie works - mangas drawn and written by solitary authors, and 80s/90s video games which were all indie by today's standards. The moment the corporation stepped in, the slop began to flow.
I also despise how much sloppiness and laziness the japs get away with in their designs and naming. The jap can literally open a random european book, pick out a dozen names with a dart board, and make that his setting. Over here, you'd get stoned to death for doing something like that, and we do not have a "Europe" to cannibalize because that's us, and our familiarity with the works prevents us from abusing them in the same way.
Reading something like Frieren while knowing German is the most grating shit ever.
>>
>>103657095
There's no difference, being the troon or posting it. In my experience, both used to shit up /agdg/ back in the day.
>>
46 posts and none of them are on-topic
>>
>>103656210
Don't worry, you've installed Linux and Vim, you're basically halfway done already
Just fire up ChatGPT and get prompting
>>
>>103657125
Selling your game after making it is very much on topic, and the suffocating stench of jap slop is incredibly relevant to that goal.
Hell, forget selling. Try not being murdered for making the game. I'd consider that a success.
>>
>>103657115
it seems to me tech is full of these types today. I blame social media.
>>
>>103657156
>Selling your game after making it is very much on topic
no it's not actually, and your posts aren't about selling games you're just ranting about the japanese
>>
>>103656210
Ironically, 3D is easier than 2D because 2D does a bunch of weird stuff you wouldn't care about in 3D. Animation for example.
>>
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>>103655993
hector shouldve invested in a diet instead of whatever hes doing
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>>103657167
You couldn't be more wrong
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>>103657096
I agree. Personally, I like reading about all sorts of cultures for my game worlds before changing them up by virtue of none of my games taking place within any of our times and being populated by creatures who know nothing of our cultures.
What irritates me most about Japanese character designs is that the heroes all look like twiggy losers (like Japanese men); I can see why they do that (they see those body types every day), but this is a fantasy book, so wouldn't it stand to reason that the heroes should look the part and be jacked/fit? And what's the deal with all of the art from Japan looking exactly the same? What are they, artistically autistic or something?
>>
>>103657069
That's just you samefagging, retard. You can pull this shit off on /v/ but it's obvious here since the thread is slow and nobody here cares about the retarded shit you're replying to yourself about except you. Kill yourself, you ugly manlet.
>>
>>103657212
Record a tutorial of you hanging yourself and send it to me.
>>
>>103657212
If you want him to go away don't give him attention
>>
>>103657166
>no it's not actually
If you're a lunatic, sure.

>>103657180
He's bad at phrasing it but he's right. I've done both. 2D just costs more. Which is gonna be more bytes, a model of a teapot, or a video of the same teapot rotating? And if you're drawing the teapot, the byte cost translates to time spent, one to one.
Skullgirls had severe budget issues because they drew everything. Jap airdashers usually just fake it with 3D these days.
>>
>>103657248
You have no idea what you're talking about you fucking moron
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Who's this fygoon guy, some kind of blenderbro-pigpen-googum ass faggot?
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>>103655889
how can I rent her
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>>103657272
Well I'm not too sad about my competition being incompetent, that's for sure.
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>>103656185
They don't, you're just a homo-sexxer.
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I joined a 48 hour gamejam and I plan on using my engine to make the game. There's no theme and no strict rules so I'm mostly using this to force myself to work on this game.
It's a 3d frogger clone where you play as a chicken and other unlockable animals. I plan on having multiple levels you can play and unlock in the final product, kinda like how many mobile games do it.
I spent a couple of months trying to figure out shadow mapping but I never got a satisfying result so I'm shelving that for this game.
End of blog post
>>
>>103657385
Game jams are an absolute waste.
>>
>>103657396
Maybe so, but I think as long as I get to put in work on the same game I was working on before the jam then all is well
>>
I still haven't tried Odin yet keep putting it off. But I've tried C3 recently and ended up enjoying it. Made a few baby programs with it.

>>103657125
Stop ignoring me >>103656165

>>103657277
He's from /v/ but took a liking to /vg/ some months ago. He has a game here https://nrasko.itch.io/the-frydarian-tale
and I see him on /co/ sometimes. He's also been banned from certain spaces.
>>
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disgusting thread unworthy of progress posting.
>>
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>>103657431
Indeed. Tell the others of my awesome story, whelp.
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>>103657429
That is fair. I've done roll-ups like this in the past.
I justify project-juggling by treating everything as one huge codebase.

>>103657431
>>103657455
Oh wait, so he's the only polite guy in the whole thread. lel
I think I get the picture. What are those "certain spaces" and why?
>>
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>>103657517
Polite?
>>
>>103657539
By my standards.
I don't exactly demand that people apologize for their existence, unlike some.
>>
>>103655979
Should Fork this Meme Library
>>
>>103657248
If you had actually done both, you would know that an average 3d solodev game takes around 5 years and and average 2D solodev game around 2. You are straight up climbing mount stupid. 3D games cost fuckloads more than 2D games in the AAA world as well, even if you cherrypick stupid shit like Cuphead and that one KoF game.
>>
>>103657661
???
>>
>>103655995
I broke my leg and got a little chubbier but i had a nicer build and will get it again.
>>
>>103658266
There's no such thing as an AAA 2D game
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im learning game development to make coomer games
anyone else on the same boat? what were your experiences? do you have any advice?
>>
>>103658266
The current project I'm hired to work on I could probably have soloed in under half a year, if incentives were present. It's a 3D game targeting current hardware.
Your numbers are completely arbitrary, I know at least two people who went head first into 3D and got something done in about a year, and plenty of dabblers with decade-old 2D projects. Your data is confounded by the fact that 3D devs tend to aim higher as a rule, and you are probably comparing mid-high poly 3D with 16x16 tile 2D.
You might be thinking of learning curves instead, but this is because there's very few technical skills to learn doing 2D.
As a rule, animation is exponentially more expensive in 2D than in 3D. Do you seriously mean to tell me placing a few keyframes is worse than drawing and tweening entire frames? You're doing what would normally be the computer's job, on top of your own job.

And this is just the tip of the iceberg. Do you want me to explain how you're basically denying the existence of PS1 launch titles or say, Net Yaroze? I have all night.
>>
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>>103658359
You need to master Blender before you make any significant progress.
You'll probably want a FOSS engine or your own, for two reasons:
>privacy/security (both users and yours)
>supporting bespoke asset pipelines and formats
Be sure you have a good grasp on 3D rendering and animation in general, and be ready to solve problems that no off-the-shelf solution exists - there is no game engine with anything resembling benis-in-bagina mechanics or satisfactory fluid simulation. Prepare to do a lot of effects and shaders programming, not to mention physics, as no off the shelf physics engine is suitable for what you need to do.

Or just clip blinn-phonged benis into bagina and make a patreon, the average /v/ermin won't know the difference. This is probably the wiser route.
>>
>>103658359
For starters, i'd check >>>/d/gdd and see what niche is still exploitable. Then i'd give up because no nsfw artist wants to work for free.
>>
>>103658537
No, that's the wrong approach.
Instead, go to a tame board like /e/ and see which slut is currently the most popular, and just make a game where you fuck her or a chinese knockoff clone of her.
Spend minimal effort and focus on the bullshots and marketing. Release quickly.
>>
>>103658537
what's that gdd thing? is it a general that is currently down? that link gives 0 results
>>103658536
i mean i wasnt going to try to do any 3D fancy stuff. not for now at least. i was thinking about dating sims and stuff of the sort.
>>
Reminder that this is the game programming thread
>>
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>>103655889
What engine should i look into for a strategy game?
(Like stellaris, universalis, CK, etc.. Not trying to build a total war)
Yes, i know i'll likely give up anyway and all that, but eventually someone gotta start somewhere.
To keep resources in check, i'd prefer something as less as scratch as possible.
I dabbed into bevy a bit to create some modular space ships and while this was fun, it seemed the polar opposite of getting anything presentable in less than a lifetime out of it.
>>
>>103658571
See my tirades above about how 2D is actually a trap that'll make you spend 90% of your time drawing frames (stills in your case, but they gotta be really high quality all of a sudden - you might as well just go to >>>/ic/ for help at this point)
Maybe try flash or flash-like 2D instead, the fact that so many flash smut games exist can't be a coincidence. It sure hits a sweet spot of being low effort without being complete trash. Another benefit is that you don't need to train your arm for line drawing if you can just bruteforce it with curve editing, it's one of the advantages normally reserved for the 3D workflow.
So, my final verdict is, go vector.
>>
>>103658571
Sorry, it was >>/d/dgg

>>103658558
Kek. At that point might call it Princess Trainer as well.
>>
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>>103658681
See, I'm basically honorary Japanese at this point
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>>103656210
use raylib
>>
>>103658748
is it good now
>>
>>103659308
yes
>>
Hey, I'm not a dev and I don't want to develop games. But I want to ask what do I need to learn to "take over" an old abandoned 3d game from xp era. It's developed with an in-house game engine and C or C++ I guess. And by taking over I mean like "studying" its files, understanding the purpose of every file, understanding how the game is loaded and making my own tools to open and control game world and assets, adding features, mods etc. Like I'm the actual developer of the game.
>>
>>103657661
I would play that game
>>
>>103659400
if it's open source/the source was leaked: patience
if not: a LOT of patience
>>
>>103655889
would
>>
>>103658651
I'm of the belief that the engine choice doesnt matter. However, I'm looking at some similar currently, and Godot has been good (as good as I expect software to be) to me so far
>>
>>103658651
I'm just using SDL2, but my strategy game doesn't really need fancy graphics. Just a map and some windows.
>>
>>103659400
So you aren't a developer and you don't want to be one but you want to pretend to be one?
>>
>>103659400
I am doing / did the same thing. It's a little embarrassing but this is how I did it. I opened a word document on one monitor and the source code on the other monitor then one line at a time, I copied over each line, read it, tried to understand it's purpose and made notes about what each part of the program was doing. Then I would iterate and write a pseudocode to shorthand what it was doing, and keep refining until the whole program is shorthanded in a way that I can quickly review exactly what it's doing at any point. In a sense I re-specified the entire engine from the ground up. I have a folder with something like 1,000 individual specifications organized hierarchically. I also went through and respecified all of the file formats and organized all of the assets. It was an extremely daunting task at first and it didn't feel like I was going anywhere for the first 3 or 4 months, like it felt like a complete waste of time. I spent about 14 hours a day on it for a year, didn't take any days off. You know that you are starting to make progress when you start to notice which lines of code could cause a bug and then you can run the program and document and fix the bug. I have at least 200 self reported, documented "bug reports". All in all it wasn't about what I needed to learn, it was just about having the patience to make sense of what I was looking at, because there is nothing that was written 20 years ago that has never been done again, every single algorithm or math expression can be explained logically, it wasn't written by a 18th century French Mathematician.
>>
>>103659601
You could have spent that time actually learning to program
>>
>>103656209
Amen to that!

I mean that's practically what keeps these threads alive in the first place.
>>
>>103658267
Tachibana Arisu
>>
>>103659623
No shit there are a lot of other things I could have done too like got a girlfriend or a job but I decided I wanted to do that instead and now I am working on something else
>>
>>103655889
He's cute
how do I get a gf(male) like this
>>
>>103656418
Anon we all take different roads in our gamedev journey, eventually you'll find your way.
>>
>>103655889
Damn, Godot devs look like that? I don't know if that's a man but my peepee just got a bit hard.
>>
>>103655889
holy fuck this general is even worse than agdg
>>
>>103659795
It's not normally this bad, this particular thread has been hijacked by a bunch of retards
>>
>>103657385
>pic
looks like ThinMatrixWare desu
>>
>>103655889
PLAP PLAP PLAP
PLAP PLAP PLAP
GET PREGNANT GET PREGNANT GET PREGNANT
>>
>>103656165
>https://momentsingraphics.de/PathTracingLectures.html
ty for the share

>I don't think he'll like it here
dude's dead anyway. rip.

>>103656210
This is just my personal take - if you really are forcing yourself to stick to vim instead of something modern like neovim or helix that comes out of the box with most general stuff and demand less time from you for configuration, as a newbie, you wll be really spending a lot of time and exhausting your energy just for using the editor, leaving not much left for being productive.

>or why exactly vim is telling me about clang when i use gcc and g++.
did you mean clangd? that's what most lsp use as backed for C/C++ shit.
>i know that it's a bad idea to start out with 3D
idk but its just a lot. You'll find it to be very hard if you don't take it step by step and rush to into completion, in which case you might also end up not having proper understanding of whatever you did. Take things at your own pace and don't rush.

>i have no clue about what i should do first
I'd say start with loading 3d models first then figure out a way to perform transformation operations like move, rotate and scale over them.
You are basically done with the first step with that much. All that's left would be encapsulating the features that your engine can provide into a "game object" or "node" or "actor" and provide a way to perform common and exclusive operations over these things while making it so that these things will be able to communicate with each other. Most engines rely on a scripting language for their engine to provide this functionality.
Consider your skills and figure out where you wish to draw the line for your game engine.

>>103656303
clangd and raddebugger combo is on par now.

>>103657167
I find 2D animation to be very very simple than 3D animation.
>>
>>103658651
>i know i'll likely give up anyway
>i'd prefer something as less as scratch as possible
>it seemed the polar opposite of getting anything presentable in less than a lifetime out of it.
I think you might find Godot to be a very fine experience. I encourage you to give it a try.
>>
>>103660041
Anon biological men can't get pregnant.
>>
Would it be possible to feed a LLM code of a complete game for it to make me a complete game?
>>
>>103660413
no
>>
>>103655889
I hate OpenGL, so much (including Vulkan with GLSL). Adding the OpenGL backend to my renderer has been the absolute worst part of this project. Metal (best), but even Direct3D and WebGPU are just so much better.
>>
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>>103660613
I see that you hate anything and everything "Open". Good to know.
>>
>>103660613
I hate openGL because it filtered me.
>>
>>103660723
opengl isn't even hard
it's just c
>>
>>103658291
not even gacha?
>>
>>103660838
AAA is a level of expense and production value, 2D games will never hit that level because 2D is 10 times cheaper to produce than 3D
>>
>>103655889
What's the sauce
>>
>>103660175
i'll try to setup neovim, but what is clangd?
>>
Is opengameart.org the biggest site we have for placeholder assets? I like the site but i hate it for being slow af.
>>
>>103660938
It's a "language server". Basically it's a way for a text editor to offload syntax highlighting and other shit like errors to another program, so not every editor needs to independently implement support for every language.
>>
>>103660981
ah, i see, thank you for responding, much appreciated.
>>
>>103655889
>>>/lgbt/
get this shit off /g/
>>
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>>103656388
I'm still b& and this post is still up on a blue board
take note anons
take note
>>
>>103661490
legit for real, they're gonna b& me on /g/ because my image contains daughterjak. It''s not even the whole image. I'm taking a 3-day from /g/ for this post.
Think about it.
>>
>>103658536
>You need to master Blender before you make any significant progress.
I've made a few teapots and swords in blender. Good enough?
>>
>>103655889
Why exactly was the OP deleted?
>>
>>103661516
janny finished gooning
>>
>>103661644
Alright, I gotta ask: What was the OP that one could even goon to it in the first place?
>>
>>103661678
https://i.4cdn.org/g/1735250599827650.jpg
>>
>>103657661
>>103659713
Yeah we know, you want to have sex with little girls because you're a pedophile and proud of it, but no need to shove it in our face.
>>
>thread ruined desu

>>103657431
>I've tried C3 recently and ended up enjoying it
same.
Out of all the languages that claim to be "modern C" or "replace C", only Odin and C3 are up to the mark. Zig is not C but a C++ alternative. Also, the creator of C3 is not a fan of Zig lol.
But despite all that, personally, these two languages are something I wouldn't recommend to newbie programmers. Only those who have prior C experience or used C++ mildly for a while(or to the point of frustration) will truly be able to appreciate what these two languages are bringing to the table. C will still be the language I'd recommend to beginner programmers.
>>
>>103660196
>>103659476
Yeah, i see it plenty shilled. How does it fare on multicore optimisation side of things?

>>103659491
Eh, i at least plan to get to 3d ships and spaceships being displayed.
>>
>>103662367
Although I feel you're baiting for it; Rust. Especially with R24 additions to imperative syntax.
>>
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>>103662390
I'd say its decent.
Godot has support for threads, mutexes and semaphores so how you'll spread the workload will be up to you. Check out some space games at itch and judge for yourself
https://itch.io/games/tag-3d/tag-godot/tag-space-sim
https://itch.io/games/tag-3d/tag-godot/tag-space

>>103662412
>Rust
Thread was already ruined by OP so I won't talk about it now.
>>
>>103662367
>Zig is not C but a C++ alternative
>no operator overloads
>no oop
>no templates/macros
>no RAII
>everything is explicit, simple, and straightforward
>no hidden memory allocations
>no exceptions
>no lambdas
>interfaces and COM style is implemented using explicit vtables and fat pointers just like C
>"C++ alternative"
are you retarded or just pretending?
>>
>>103661516
homosexual child porn
>>
>>103658458
You're a retard, and only first-hand reality is going to teach you. Good luck, I'm sure you won't end up like all the other countless 3D solodevs who said 3D was easy and then either got filtered by making levels or stuck with it and had a 7-year project that launched into EA.
>>
>>103662835
I'm actually going solo dev and it's working out great. I am only making $70K/yr now, but that's doing 2 days a week and I prefer having free time to build my own business in.
>>
>>103662850
That's cute, kiddo. I'm making 400k a year with my 1-day-a-week game. Try again when you're actually on my level.
>>
>https://github.com/glouw/openempire
>the chad 3 contributors C project with correct unit occlusion effect
>vs
>https://github.com/SFTtech/openage
>the virgin 190 contributors C++ project without unit occlusion effect at all
lol, lmao even

it's always the smaller projects that get shit done, with better pathfinding even.
https://www.youtube.com/watch?v=VhgvOzYkp2w

after going through the code and thinking a bit harder, the whole problem of unit occlusion could be simplified when you consider the fact that sprite transparency is binary, not having to account for transparency means you can order sprites however you want, and you just need to apply a boolean operation for drawing.
there's also a nice insight, instead of redrawing the occluded units twice, you redraw the occluder object once at the very end.

there's also a neat trick you can do if you draw the terrain into one buffer and draw the units and buildings into a second buffer, dirty rectangles can speed things up by drawing only filled areas of the screen, allegro ancient days style.

Fun fact :
>https://code.google.com/archive/p/fxdis-d3d1x/
this is a great DX11 shader disassembler, and shader assembly is extremely readable, I'm going through AoE 2 definitive edition shaders to see how they reworked the occlusion system, very fun.
>>
>>103662863
>I'm making 400k a year with my 1-day-a-week game
post it. I'll play
>>
How do you keep track of game objects if you use c so you can't use classes to keep related data together?
>>
>>103662992
C has structs
>>
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>>103662570
I swear. Its always the absolute retards that start out calling others retarded first. I'm talking about the design of the languages, something you wouldn't have attempted to refute if it was within your understanding.
Even Odin and C3 share those thing you listed but you forgot to mention what Zig has. Namely C++ like namespaces, package manager, try-catch for error handling and a few more?
If you take a look at zig's allocator, you'll notice that the allocator internal maintains a v-table. Neither Odin nor C3 support partial specialization but Zig does allow dynamic dispatch and so does C++ for doing OOP stuff.
https://github.com/ziglang/zig/blob/master/lib/std/mem/Allocator.zig#L17
I'd put C3 closer to C, Odin a bit farther and Zig at the far end, close to C++ in the spectrum. Apart from everything being structs, including structs, types and their namespaces themselves, Zig has untyped types but also has implicit widening, which C3 creator mentioned goes much farther than what C3 allows. He also mentioned a lot of broken semantics which I won't bother recalling and all this is an attempt to make a simpler version of C++.
Just hear it form the guy himself and suit yourself.
https://mastodon.social/@andrewrk/113229093827385106
>>
>>103662933
are you still going on about outline rendering
>>
>>103658558
>Release quickly
kek. I'm something of a quick releaser myself
>>
>>103663105
NTA but if you think Zig is a C++ alternative instead of a C alternative you're retarded
>>
>>103660005
Thanks, but assets aren't mine kek. I will still take the compliment though.
>>
>>103663105
>C++
>package manager
you could've started with this so I can confirm that you're a retard even faster
>>
>>103662992
to expand what >>103663101anon said,
you can use structs to hold the data of and represent the type of your object.
typedef struct {
int property1;
float property2;
}my_object;

and you use functions as if they are methods by passing in the object pointer as a parameter
void update_property_1(my_object *object, int new_value){
object->property1 = new_value;
}

// and you update the property by calling the function
update_property_1(&obj, 32);


>>103663135
>>103663174
good. I put the most important thing at the bottom to filter out retards like you.
>>
>>103663211
Doesn't matter what the creator of Zig says, Zig lacks all the major features C++ has putting it closer to C
>>
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>>103662992
>>
>>103663215
Doesn't matter what you say.
Zig is meant to be a C++ alternative and it is the C++ alternative that the creator intended to create.
>>
The only issues with C++ are that a), STL containers are often times slower than custome container classes and b), the compilation process for big project consisting of multiple libraries.
>>
>>103663113
of course, it's a puzzle at this point, I need to figure out how rendering worked with 2mb vram and 32mb ram, when screen resolution was 800x600 and supported 256 colors, that's a lot that even one screen buffer would've be too much let alone 2 buffers.
what I know is that their sprite format had opcodes, and there was a skip commande to not waste space I guess.

I kinda got distracted playing definitive edition campaign with so many DLCs so I ended up looking through their files, most of their assets aren't even compressed of obfuscated, I guess that's why it's 35gb download.

I'll be downloading the og trial version for disassembly, even knowing the buffer sizes would be a huge progress at this point.
>>
new rule, nobody here is allowed to talk about programming languages because everyone here is retarded
>>
>>103663249
Do you have any benchmarks to back that up?
>>
>>103663233
take your meds schizo
>>
>>103663233
Doesn't matter what it's "meant" to be, it lacks all major C++ features
This is a fact, not an opinion
>>
>>103663233
>>103663280
As a lurker im hella confused about these anons. They seem to talk about the same thing using different definitions.
>>
>>103663264
No it's not a puzzle. Anyone with half a brain can figure out how to do it. 32mb of memory is more than enough to store an extra depth buffer

>>103663265
Literally everyone in this thread is retarded regardless of what they're talking about
>>
>>103663289
don't bother. They're just coming at me in random.

>>103663280
>it lacks all major C++ features
If I were to create a simpler and better version of C++, I'd like it to have features that would make it simpler and better. Why would I bother having all the C++ features in and create another clone of C++?
>>
>>103663289
The author of Zig made Zig because he was fed up with C++. However Zig is closer to C than C++ because it lacks all the major C++ features as another poster pointed out
>>
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>Zig is an alternative to C with Classes!
>Meanwhile zig doesn't have classes
Welcome to retard hour.
>>
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>>103663389
>zig doesn't have classes
the next random thing, I see.
Andrew didn't want his version of C++ to be an OOP lang and wanted it to be data oriented so it doesn't have support for classes but as its still a C++, zig supports dynamic dispatch for storing methods inside structs which Odin and C3 don't and will never support.
It doesn't matter how you wish to bend the definitions, the creator wanted to create a simpler C++. Even if the end product doesn't resemble C++, it was always meant to be a C++ replacement, not C.
>>
>>103663503
>I want a simpler car
>remove two wheels, the frame, the engine, make it pedal powered
>no it's not a bike, it's a simpler car
>>
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>>103663503
>storing methods inside structs
you really think that a method you define in zig is actually stored in the struct?
Does tripfags have an humiliation fetish or something?
>>
>>103656988
NTA but here's my opinion
>I began to despise Japanese media when I realized almost everything is just work/school propaganda; you ever noticed how, nine times out of ten, a new Japanese property just so happens to centrally take place in school or at work? What happened to the Speed Racers and Triguns where it's just some fun fantasy shit going on
Most anime and mangas nowadays are isekai garbage, not high school fiction. This has been the case since the early-mid 2010s after Sword Art Online became a megahit. And the reason most older anime fans hate this is because it's wishfulfiment shit for anorexic jap nerds whose fantasy isn't becoming a strong hero but to be the skinny faggot MC of an isekai and be granted cheat Godlike powers without putting any hardwork. In essence modern japs and zoomers in general are even WEAKER than their predecessors and this reflects on the slop they demand and consume.
>Trigun
They made a new anime last year (Trigun Stampede, pic related) and nobody liked it because it was made for that audience.

Western media is fucked because american and european feminists and faggots have taken over entertainment since the early 2010s. The first affected were superhero comics and american comics in general, then they went for western video games and now not even japanese games are allowed to not be woke and censored or 'toned down' since Sony Computer Entertainment (now SIE) moved its HQ to California and began pushing censorship and woke aids around 2018.
It was the West's fault for drinking the "progressive" koolaid and allowing women to vote and destroy western culture from inside. Now everything is lame and gay.

>>103657199
>I can see why they do that (they see those body types every day), but this is a fantasy book, so wouldn't it stand to reason that the heroes should look the part and be jacked/fit?
Most zoomers are not heterosexual. Was this thread op pic not hint enough?
>>
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>>103663668
here
>>
My camera moves on its onw when my game tab isn't in the foreground. So many weird things to watch out for when programming for the browser.
>>
>>103663668
Previous generations of nerds' most popular fantasy was becoming a badass. Modern nerds's most popular fantasy is being given everything on silver plate. No wonder so many zoomers and alpha kids are trooning out.
>>
Haven't checked one of these threads in a while but I'm noticing people arguing about languages, asking dumb questions and other retarded shit like that but no cool shit or progress being posted. Get your shit together /gedg/
>>
>>103663755
I just won't post progress in a tranny thread.
simple as.
>>
>>103663768
is it a tranny thread?
>>
>>103663773
yes
>>
>>103663724
can't you detect an onblur and stop the game?
>>
>>103663807
It's a multiplayer so I don't really wanna stop it. It happens so randomly I'm confused as to how it even moves without user input.
>>
>>103655993
based and 2d pilled.
>>
>>103663665
>Does tripfags have an humiliation fetish
you would have humiliated me already if you could instead of asking though.

>>103663689
I'm a huge Boichi and Yasuhiro fan. Orange did amazing work trigun stampede. The animations were very smooth and shaders were very cool. Weapon models have very amazing design as well. When I asked those who hated it irl they told me that it didn't have the 2010's cowboy vibes they were expecting. Even though the delivery was amazing, they weren't able to enjoy the content because they were anticipating the same old animations and not a modern version of it. It pissed me off and I wanted to point out that this is one of the reason for people not liking it.
>>
>off-topic anime discussion
>retarded tripfag quarupling down on being wrong
>"how do I maek gaem"
>>
>>103663880
well then fix the camera on an onblur and reactivate it on an onfocus.
>>
>>103663912
This sounds robust. I will do that.
>>
>put a sfw trap image as a joke to make fun of Godot users as cross dressers
>everyone loses their minds
nu/g/ is crazy. I blame the 2016 election and gen Z.


>>103663264
I remember you. Have you tried emailing the dude behind Age of Empires? You'd be surprised at how many people respond to emails with just anybody. I had a correspondence with Richard Stallman for a week once where I asked him questions.

But let's say that fails. If you are hunting the specifics of what they did and not a general method you can always try looking at the assembly. I wouldn't be surprised if they handwrote much of that assembly instead of compiling from C.

>>103658651
Use the engine you are most comfortable with. I don't think any engines have any super algorithms to help out with a strategy game.
>>
Why does this not work?

#include <iostream>
#include <map>
#include <vector>

int main() {
struct Point final {
Point(int xx, int yy)
: x {xx}
, y {yy}
{
}
int x {};
int y {};
};


static const std::vector<std::vector<Point>> points {
{{1,2}},
{{2,3}},
{{4,5}},
};

static const std::map<int, std::reference_wrapper<const std::vector<std::vector<Point>>>> mymap {
{0, points},
};

for (auto const& p : mymap[0][0]) {
std::cout << p.x << "\n";
std::cout << p.y << "\n";
}

return 0;
}


passing 'const std::map<int, std::reference_wrapper<const std::vector<std::vector<main()::Point> > > >' as 'this' argument discards qualifiers [-fpermissive]
>>
>>103655889
who was the person in the op?
>>
>>103660202
still gonna breed his asspussy
>>
>>103663999
cp
>>
>>103663936
I should also mention that the game in the image is a real amateur game on itch and is made in Godot

https://shinlalala.itch.io/axyn

See this post >>103663999

But anyway I guess I'll be more careful with my jokes in the future.
>>
>>103664017
where do i find more pictures of the person argh
>>
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Let's all hope that the next thread is not cursed.
>>
>>103663319
>Anyone with half a brain can figure out how to do it.
okay person with more than half a brain, do some simple math for me:
>800x600x256 = ??? bits?
>are you going to do double buffering and eat up the extra size or you'll accept screen tearing?
I'm willing to help you here and ignore the UI part of the screen, even if it contains a minimap with decent amount of colors
>what's the resolution and full size of the depth buffer?
8 bits per pixel? remember that AoE 2 never had Z fighting, it was pixel perfect.
>how many passes are you going to do?
we know for a fact that the dev used 2 passes, the second for outlines, redrawing units twice would be too much.
reminder that it ran on a 166 MHz cpu, tiny reminder that it actually ran on less than 20mb ram actually.
a bigger reminder is that you need to leave enough cpu and memory resources for the actual gameplay, networking, and simulations.
now tell me what's your least memory usage, the game didn't use floats btw, so it's all integers.

>>103663936
Sadly I don't have an email, only a reddit handle (eww) from their AMA dev post.
I am going through assembly currently, it's confirmed that render code was over 10k assembly lines, so that will be fun. I also managed to find a youtube account of Age of kings via a very old comment.
>I had a correspondence with Richard Stallman for a week once where I asked him questions.
that's very cool, I didn't know boomers checked their emails that often and took them seriously, these days my email is full of spam and noise it's hard to filter relevant things.
>>
>>
>>103664114
Do you know anything about the graphics APIs used by AoE2?
>>
>>103664017
>https://shinlalala.itch.io/axyn
>french
>furry
>bottom femboy
>onlyfans/pornhub
>first post on twitter is him cumming on a coffee mug
>godot
ah yes of course
>>
>>103663936
>>103664114
i forgot to ask what happened to the reverse engineering thread on /g/?

>>103664153
GDI and an old directX version iirc, but the rendering itself is done in software on the cpu so the API is irrelevant.
>>
>>103664195
>rendering itself is done in software on the cpu so the API is irrelevant.
How you feed pixels to the graphics API is quite literally the only thing that's relevant
>>
>>103664235
this isn't modern GPU programming, on GDI it's quite literally passing a pixel buffer to be drawn, and you manipulate the screen on a per pixel basis, the most complex drawing primitive was copying a rectangle into another rectangle.
same with linux X11 pixel draw method.
>>
>>103664303
So you just pass a several mb large buffer full of the entire screens worth of pixels?
>>
>>103664327
basically yes, that's how software rendering worked back in the day, why do you think doom works on literally everything under the sun?
there are tricks however, like the dirty rectangles technique
https://wiki.c2.com/?DirtyRectangles
you just reuse old pixels and update pixels that actually change, you don't do a full screen clear before drawing every frame.
>>
>>103664114
I did some digging but you've probably already tried this. Maybe you can find a way to contact him via LinkedIn

https://www.linkedin.com/in/matt-pritchard-2820421/

This was the graphics guy.
>>
>>103664393
Well just from Googling once I can see AoE2 uses DirectDraw which is not just regular software rendering, and in constrained memory environments you don't just keep large multi megabyte buffers of memory lying around, you write directly into video memory
Doom is also way older than AoE2, infact AoE2 was released a year after Half Life, a fully 3D game with skeletal animation and everything, so I think you're underestimating how powerful hardware was at the time
You're obsessed with this topic but you don't seem to have done much real research on it
>>
>>103664426
https://en.wikipedia.org/wiki/Genie_Engine
>>
>>103664458
why are you linking me this?
>>
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Question(s) for any OpenGL shader wizards around (might apply to other graphics APIs):

I want to make a shader that renders a cube/rectangular prism so that 4 parallel edges are perfectly rounded. I managed >pic related with a simple fragment shader, but obviously the edges that have been rounded have a hole in them. I want that hole to not be a hole, and instead render as if it was a solid curved surface, with whatever texture or color that the side/top faces would have wrapped around, with lighting working etc.
Is this possible to do with just a fragment shader? Or is this the kind of thing that you'd use geometry shaders for, to actually round the geometry of the cube before being rendered normally by the fragment shader?
Or is there some other way to get this effect other than fragment/geometry shaders? I'm pretty new to OpenGL so I'm not really sure what's even possible.
The point of this is that I want the edges to be perfectly round no matter how close they are viewed.
>>
>>103664426
>>103664468
Half life Minimum system requirements:
CPU:
500 mhz processor
RAM:
96mb ram
GPU:
16mb video card
OS:
Windows XP
NET:
Internet Connection

Age of empire 2 Minimum system requirements:
CPU:
Multimedia PC with Pentium 166MHz or higher processor
RAM:
32 MB of RAM
GPU:
Super VGA with 2 MB of video memory
OS:
Microsoft® Windows® 95/98/Me/XP/NT 4.0 with service pack 5
STO:
200 MB of hard disk space; additional 100 MB of hard disk space for swap file
Sound:
Sound card, speakers or headphones required for audio
RES:
Super VGA monitor supporting 800x600 resolution
ODD:
4x speed or faster CD-ROM drive
NET:
56.6 Kbps or better modem for online play

>so I think you're underestimating how powerful hardware was at the time
>>
>>103664115
Don't know about turning it into a game as such, but it does look pretty neat.
>>
>>103664509
Minimum system requirements are just that, the minimum required to run the game at a playable state
It'd be running slower than it would with the recommended system requirements
I'm guessing you're young and you never actually played these games on release, I remember C&C ran like a fucking snail on my computer
>>
>>103664561
oh no, you're actually retarded
>>
>>103664584
Did you actually play this game on release or not?
I notice you're more interested in venerating this accomplishment you think is so amazing than actually understanding how it works
Have you actually researched how DirectDraw works? You didn't even know it used DirectDraw until I told you just now
>>
>>103664488
Something is very wrong with the normals in that image. This seems like more of a CPU or vertex shader task.

Something you could do is generate a bunch of cube points (subdivide the 6 faces or something) on the CPU. Then write a function that maps cube points to the new geometry on the CPU (maybe even as a compute shader?) Better yey, a rounded cube is just a prism with two rounded faces. So write a function that takes a single arbitrary face (provide vec2) then extends it in 3D. For the face you can use this

https://en.wikipedia.org/wiki/Squircle

Or you could just generate the rounded cube points from the start.
>>
>>103664561
>game A requires 3x the cpu and ram as game B
>game A requires 8x the vram as game B
>on the same resolution btw
>Minimum system requirements are just that
?????????????????????????????????????????????????????????????
>>
>>103664611
He's saying "AoE2 managed to do all this on just the minimum system requirements"
If you have the minimum system requirements the game doesn't run the best, it starts to slow down when you have lots of action and you might need to run it at a lower resolution if it supports that
>>
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>>103663943
you are std::referene_wrapper but your map is a const.
Since reference_wrapper requires a T, you'll have to insert or emplace the value after creating the map.

mymap.insert({33, std::cref(points)});

// or you can use emplace()
mymap.emplace(33, std::cref(points));

// use get() to get the value from reference_wrapper
for (auto const &[k, v] : mymap){
auto t = v.get();
std::cout << t[2][0].y << std::endl;
}
>>
>>103664661
*you are using std::referene_wrapper
>>
>>103664661
>>103664690
actually the problem was something else but thanks for trying
>>
>>103664709
>actually the problem was something else
what, may I ask? because afaik, its working fine.
Did you not wish to have a std::vector<std::vector<Point>> or something?
>>
>>103664748
Yes, your version is fine but i wanted to keep my version of the map being declared. The problem was that operator[] does not work with const in this context
>>
>>103664782
ah, I was expecting something like that because that is what I'd prefer as well, lol. Noice.
>>
>>103664661
>east constnoisseur
you're alright for a dumb tripfag
>>
>>103664607
>Something is very wrong with the normals in that image.
Not sure what you mean. For the colors I just outputted the cube's xyz coordinates as the cube's rgb colors so the hole would be easier to see than if it was a single color/texture.
Anyway doing shit on the CPU or passing anything more than a simple 6 faced cube to the shader is exactly what I'm trying to avoid so your answer doesn't help me + you're a tripfag + filtered and disregarded.
>>
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>>103664902
Maybe you're just trolling and pretending to be that guy. But if not ... you're the one doing vertex manipulations in a fragment shader. Besides I said CPU or vertex shader (and even mentioned compute shader which you can do if CPU upload is a problem). You can write functions in a vertex shader bro. I hope you don't also try to do effects like shell texturing (the vertex duplication specifically) in a fragment shader as well.
>>
>>103664902
Secondly, the colors on the rounded part are certainly incorrect. I said "normals" and "lighting" but I meant "colors". So that was my mistake.
>>
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>>103664902
>Not sure what you mean
this is what you need lmao.
This is how normals(pink lines) should look like for the what you are trying to create. They should be perpendicular to the surface.
>>
>>103665079
I don't think he is using normals at all though. Just RGB. But he didn't map them properly so the prism looks all discontinuous and weird.
>>
>>103664971
I will look into doing the rounding with the vertex shader. Though if you can do geometry manipulation like that in the vertex shader, then what's the point of geometry shaders?
>you're the one doing vertex manipulations in a fragment shader
I haven't done anything like that. Just made some fragments transparent.

>>103665014
>>103665079
That rounded edge isn't an edge. It's a hole. The colors look like that because it's showing the back face. My entire question was how I could do something similar to that, but without the hole. Maybe actually read my post properly before responding.
>>
>>103665095
ah, naruhodo.

>>103665102
>Maybe actually read my post properly before responding.
off, sorry. My bad.
>Is this possible to do with just a fragment shader?
I think it is with signed distance fields.
https://iquilezles.org/articles/distfunctions/
>>
>>103665172
>I think it is with signed distance fields.
>https://iquilezles.org/articles/distfunctions/
It does look like the answer I seek might be on this page somewhere, or it will at least point me in the right direction.
Thanks.
>>
>>103665238
np.
If you are fine with doing everything in the fragment shader itself, that definitely is the answer you are looking for. Its just a matter of doing min() and max() for the rounded corners. Have fun.
>>
>>103665102
>That rounded edge isn't an edge. It's a hole. The colors look like that because it's showing the back face.
My bad then I get it. You were mentioning a hole in the post before but I ended up forgetting about it in my second post..

>what's the point of geometry shaders?
Geometry shaders manipulate primitives. So think of the whole triangle together. But people don't like to use geometry shaders outside of intel hardware.
http://www.joshbarczak.com/blog/?p=667
Best not to fuck with them. My shell texturing image in the previous post uses geometry and vertex shaders but I'm on old intel hardware. Geometry shaders are going the way of the dinosaur, especially with mesh shader pipelines.

>My entire question was how I could do something similar to that, but without the hole.
You just fill in the hole with a spherical/ellipsoidal arc. You should be able to write a parametric equation that completes one of the faces, and it should be like the arc of a circle or ellipse. Then extend each point like you would a prism.

You can also do what I mentioned in my first post and make a prism out of a squircle, which I think is the easiest thing to do.
>>
>>103665276


*You just fill in the hole with a spherical/ellipsoidal arc.

cylindrical
>>
Should games nowadays come with buttplug support?
>>
>>103664488
>>103665238
It's admirable you've made it this far but there's really no reason not to use proper geometry. You could certainly find an SDF for that shape and raymarch it, but you would have to generate your own UVs and it would render much slower than traditional geometry. The AAA solution would be to use tessellation. Personally, I would just save myself the trouble and render a mesh saved on disk.
>>
>>103665276
>>103665318
>You just fill in the hole with a spherical/ellipsoidal arc. You should be able to write a parametric equation that completes one of the faces, and it should be like the arc of a circle or ellipse. Then extend each point like you would a prism.
Not a bad idea. Kind of obvious in retrospect. I'll probably experiment with trying that and the SDF thing that the other tripfriend suggested and see which one works best.
Unfiltered + regarded
>>
>>103665372
I'm weighing up my options for now.
I figured it might run slower but I might be willing to pay that price if the curves are perfectly round.
I will definitely try more traditional geometry solutions like you suggested as well and see how they compare in terms of looks and performance.
>>
>>103663668
>Most zoomers are not heterosexual. Was this thread op pic not hint enough?
Well, I'm literally the zoomie dude in >>103655995 so I may be biased when I say I want jacked/fit protagonists; hell, every character in my game is either jacked or fit. But on the point of nu-Japanese media, I completely forgot about the garbage that is "isekai". Now, I'm fine with escapist fantasy like the Alice books, the Narnia books, and especially The Neverending Story, but the characters in those books aren't usually treated as gods; now, in The Neverending Story, Bastian is treated like the messiah of Fantastica, but instead of everyone sucking his dick, people began to mistrust him, and Bastian's powers came at the cost of him forgetting his memories of the real world.
Great book, by the way, Michael Ende knew how to write a good fantasy.
>>
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>>103664602
>>You didn't even know it used DirectDraw
>>103664195
>GDI and an old directX version iirc
>pic related
>>
>>103662390
Oh you're going to display 3d ships and stuff? Well that should be doable but that's more advanced than mine.
>>
player character is playable in gameplay (multiplayer)
>>
>>103665865
>Now, I'm fine with escapist fantasy like the Alice books, the Narnia books, and especially The Neverending Story, but the characters in those books aren't usually treated as gods; now, in The Neverending Story, Bastian is treated like the messiah of Fantastica, but instead of everyone sucking his dick, people began to mistrust him, and Bastian's powers came at the cost of him forgetting his memories of the real world.
I agree.

The problem with the overwhelming majority of isekai fiction in japanese media is that the MC doesn't really have to EARN his powers or pay a price for them. It's a downgrade from The Hero's Journey formula, and it's bad for those who consume it because it's not even motivating them to do anything to improve their situation IRL.
Most modern japanese fiction is self-congratulatory wishfulfilment slop that teaches nothing valuable to the reader or watcher, or at worst, it teaches them to wish for the universe to give them whatever they want without anything in exchange. It gives a bad message to the youth and pushes them away from pursuing anything that could actually better their lives.
Are you a loser? Get hit by a truck and be reborn as a Chad with magic powers.
Are you lonely? Here's a ready made harem of virginal 10/10s, it's okay if you're a weak skinny pushover with a mid face and nothing going for you.
Old japanese entertainment at least required the MC self-insert to make something of himself to get what he wants.
>>
Holy shit, this may actually be the most awful /gedg/ ever.
>>
>>103666042
Lead by example
>>
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>>103664426
>>
>>103666031
Very true. In The Neverending Story, Bastian is described as fat, pasty-skinned, bow-legged, and just average in intellect (Even the bookkeeper Carl Conrad Coreander essentially calls him a pussy weakling), but in Fantastica he reinvents himself as a fit Oriental; however, as the story progresses, Bastian realizes in the end that Atreyu, the one who brought Bastian to Fantastica to save the land from the Nothing before rallying the Fantasticans loyal to the Childlike Empress to stop Bastian from taking over the land in her absence, would much rather accept the real, if outwardly unappealing Bastian than the fake and power-hungry version and, once Bastian returns to his world, he works to better himself and be more like the heroic characters he met.
Now that is how a story should work: the character grows as he faces challenges and hardships. It's too bad the Japanese can't make KINO like that.
>>
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>>103666046
I'm doing anything interesting. I don't know if the guy who was making a VN engine in SDL is still here but I reworked my parser since then so it's easier to add lines.
>>
>>103666323
Nice. Thanks for posting.
>>
>>103666323
Digging the Higurashi style backgrounds and transitions.
>>
>>103666323
No masked fading effect yet? I remember trying to bruteforce it with SDL2 render textures and (the limited) blending functions, I managed to do it but I had to do something as retarded as blitting the same mask multiple times for the fade out effect.

My fondest memory of Higurashi/Umineko was the cool effect where characters turn into flying circles, the effect is deterministic, with each circle containing a specific part of the sprite, and the effect can be played backwards.

If I had to make a VN engine today I'd use Love2D, I already had a working dialogue system in less than a day, and having shaders makes any effect possible, with the side effect of lua being better than python/renpy for actual gameplay.
>>
>>103664166
hnggg
>>
>>103664115
This is really neat
>>
Hey, guys, mind if I post about Unreal in here?
>>
>>103667040
I mind
>>
>>103667040
That would be unreal! Think of the unity of /gedg/, godon't destroy it!
>>
>>103667067
But the /3/ thread is dead
>>
>>103667101
what about aggy daggy?
>>
>>103667040
Go to the /v/ game developer thread, it's much nicer.
>>
>>103667249
Hey fuck you we're nice too, asshole
>>
>>103666932
>No masked fading effect yet?
I'm not sure what that means. I looked it up but I don't see how it's different from the fading in the video. The backgrounds have fading but the expressions don't, if that's what you mean.
>>
>>103667476
>https://youtu.be/RN7oYhWyh2U?t=95
these, it's where you use a black and white gradient as a mask for your fading/transition/dissolve animation.

https://youtu.be/dIIKHat7uwE?t=10
this was the cool effect I mentioned by the way
>>
>>103667040
I would mind if you dont tbqh. More game progress posts are a good thing
>>
>>103667067
why ask? just post. Can't wait

>>103667067
>I mind
Please mind your own business while you are at it.
>>
>>103667040
why ask? just post. Can't wait
>>
this is why we filter tripfags
>>
>>103667918
good. That is how I avoid you as well.
>>
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>>103667980
go be an attention whore elsewhere.
>>
>>103668041
>go be an attention whore elsewhere.
I see that you are mad because I avoided all your rage baits till now until this one.
COPE!
>>
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>>103666116
I agree with basically everything you said ITT, but still, all the western works you're citing as counterexamples are old. And the negative Japanese trends like isekai are fairly recent too. I'm not convinced that it's something specifically about Japan and not just the modern world going to shit in both the East and the West.
If you want to give another chance to some Jap slop, try Dungeon Meshi (the manga). It has none of the gay isekai shit and it's definitely a worthier successor to the Western fantasy canon than anything that came out in the West in the last 10 years, in my opinion.
>>
>>103667661
Oh, I see what you're talking about now. I'm guessing you would need to build an algorithm to change the alpha of individual pixels manually. I've actually never done per-pixel manipulation in SDL so I don't know how to do that but it doesn't seem awfully complicated. The second effect could be achieved by clipping and scaling but I'm not sure how to get the circular shape.
>>
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i wanna actually do something after turorial hell so im wondering how i should handle entities in a way that is simple enough but not too shitty, was wondering if this would work well or if it would actually be terrible in some way i cant see (i dont want to do ecs or a vector for each variation)

learned frame based memory from Game programming gems
>>
>>103668797
Who is teaching people that the first thing new game developers need to do is custom memory allocation schemes?
>>
>>103668797
I'm no pro but im sniffing out pReMaTuRe OpTiMiZaTiOn
>>
>>103665882
DirectDraw is also in that image you dumbass
If you want to understand how the effect is done, first you need to understand the target plaform, then you can figure it out via deduction
>>
>>103668797
Typed pointers?
>>
>>103668892
right now im honestly most curious, ive already had to do asm (c but every function is an asm block buh close enough) in uni and did "homework" for the tutorial series so i dont feel too scared
>>
>>103666031
>isekai fiction
There's your problem. The isekai genre is, to the endless frustration of fantasy fans, the lowest, most saccarine pulp that was ever squeezed out of the digital printing presses. It is by and for people that only know other pop entertainment and have so for a whole generation now, leading to utter creative bancruptcy and I what I can only describe as intellectual, artistic, and too often literal incest. It openly embraces all the worst aspects of a culture normal Japanese already see as weirdo loners. Dear Lord is it frustrating to talk to isekai fans on /a/.
But it is about as representative of broader Japanese culture as TLC is of American ones. Even in the realm of Anime you have the occasional aspirational show. For example, the government broadcast channel regularly helps producing shows promiting stem topics or generally attempting to inspire curious minds. This season we've got Orb, a (very vaguely) historical drama about the power of ideas and having hope for the world in spite of horrible reality. Last season has Yatagarasu, a political drama turned mystery turned horror turned fantasy adventure about a young noble learning to forego his personal comfort and pledge himself to a greater cause. However, these things are about as popular as arthouse cinema over here.

>>103666323
What are you using to write your dialog? Different anon, but my engine uses Articy's XML exports to make writing easier, but it still feels pretty scuffed. I expect I'll need to add another templating engine on top because right now I'm just running evals on nodes to execute jumps and stuff.
>>
>>103669117
shut the fuck up with your off-topic anime rants
>>
>>103668797
It works for me, but at this point I'm starting to feel the bottleneck for many entities. Design it in a way you can move to a different paradigm easily.
>>
>>103664051
I don't get the joke in the image :(
>>
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I got warm starting implemented, as well as contact point reduction. This is an 11 box stack at 6 iterations. It'll balance for about 1 min. before it tips over. Without warm starting it balances for about 5 seconds.
>>
>>103664488
Some tripfag linked you the wrong Inigo Quilez page. See
roundedboxIntersect

https://iquilezles.org/articles/intersectors/
>>
>>103670577
But that is a rounded box (all edges curve when they meet) compared to the rounded prism anon posted (only two of the three edges bend).
>>
>>103668041
haha they washin them chimkin
>>
What is C missing that I shouldn't use it and wait for Jai?
>>
>>103671068
Any form of polymorphism
it could be dynamic (OOP) or static (templates)
I suggest you just use Odin because it's basically Jai except not made by an insufferable manchild and you can actually use it
>>
Just launched unity hub for the first time in 8 months,
What the hell is Unity 6?
Last i used consistently was 2021.3.15
Is there any reason to do unity 6 or even a higher 2021 version?
>>
3d game engine that isn't ue, unity, or gaydot?
>>
>>103671092
don't talk shit about gingerbill dude he's cool
>>
>>103671851
funnily enough there's like 6 million people apparently writing their own engines (including myself) but there really are only a handful of real options. I'm sure that will change at some point in the near future but as it stands those are your options.
>>
>>103672117
>I'm sure that will change at some point in the near future
Why?
The market's been dominated by Unity for 10 years
>>
>>103672179
Well Unity is a massive piece of shit, it's far worse in almost every way than it was 10 years ago. Godot and unreal aren't much better, so the fact that so many people are trying to create the next thing and the necessity of something actually usable tells me that at some point alternatives of some kind will emerge.
>>
>>103670594
My mistake, he did say a prism. Still, it doesn't call for distance fields, but just analytic ray intersection functions like on the linked page. The naive way would be a union of four cylinders (
cylIntersect
) and two boxes in a cross shape (
boxIntersection
) on the same linked page:
https://iquilezles.org/articles/intersectors/

It can be done more efficiently. You could trace the same shape in 2D and handle the extrusion separately (it's just capped by two planes). DESU I couldn't just hack the already-optimized
roundedboxIntersect
to do what that poster wants, but that should be possible too. Even if he wanted antialiasing from the near approach from distance field tracing, the shape he wants is simple enough to write analytic near approach for.
>>
>>103672241
You think people haven't been making 3D game engines for the past ten years? There's lots of them out there but none of them beat Unity
>>
>>103672299
Unity is actual garbage and it will only get worse.
>>
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>>103670554
How do we solve the jiggling tower problem?
>>
>>103672316
Yes Unity sucks, but all the other options suck more
Same deal with Photoshop
>>
>>103672323
photoshop is black magic
unity is just bloated bullshit that only continues to exist because people actually hate foss
>>
>>103672367
photoshop is not black magic
it's old shit mixed with new shit and the old shit stinks
>>
>>103672367
Godot is not even close to being a competitor to Unity. The only reason anyone cares about Godot at all is because it's FOSS, not because it's good
>>
I had an idea for a game. Writ up the concept, the game loop, some systems i would need to implement.
Launched unity, created an empty project and just quit.
That was 20 minutes ago.
What's wrong with me, why cant i start this?
>>
What is your guy's preferred way of making a menu system/windowing system for a game in pure C? I'm curious. Structs, function pointers? How do you make it organized, scalable and easily reusable without too much copypasta?
>>
>>103672696
You just do a poor man's imitation of OOP using function pointers
>>
>>103664115
Very nice
>>
>>103672105
>reading comprehension
>>
>>103670554
6 iterations at 60 tps? Not a physics engine expert, but what you have right now seems to be pretty good. What happens if you just up the iterations? Most engines seem to set the default iteration count pretty high.
>>
>>103659601
>I spent about 14 hours a day on it for a year, didn't take any days off.
Must be nice being an autistic neet. Still, that took you far too long. If you were hired as a junior dev and forced to work on the project with little oversight as many are, you could have figured it all out in less than a month of 40 hour weeks.
>>
>>103672377
I wouldn't touch godot just because they have a massive woke problem, we've already seen flareups of the disease, the entire project is doomed to implode in the near future like every other project that suffered from the same illness
>>
>>103672899
If you choose to use or not use a project based on the political beliefs of the authors you're dumb
>>
>>103672907
they've already weaponized the coc against contributors which is a death spiral, if you knowingly choose to invest your time into a platform that will be gone in 4 years then you have a mental illness
>>
>>103672948
>they've already weaponized the coc against contributors which is a death spiral
Lol no it's not, all projects are held up by a small group of core contributors, don't drink the FOSS Kool Aid, software communism doesn't work
>>
>>103662721
gay pedo child porn went to bump limit on a blue board
lol
>>
>>103671851
Construct, bevy, pygame, and "maybe" raylib. Nope, it's not great.
>>
>>103673047
I think most of those aren't even 3D engines
try Panda3D, Leadwerks, Ogre3D, Irrlicht
>>
Python is unironically ok for game dev.
>>
>>103673619
ok but not good
>>
>>103673619
no it's bad
>>
>>103660613
If Metal and Direct3D are fine for you then what do you even need otherwise? Direct3D for Windows, Metal for Mac/iOS. All your bases are covered in that case
>>
>>103673097
Go be a retard somewhere else.
>>
>>103673809
For recommending 3D engines over 2D ones?
>>
>>103673097
>Ogre3D
I enjoyed this engine when Torchlight was released, Kenchi was the last game to be made in it, don't know if that's a good thing or a bad thing.

>Irrlicht
I could've sworn I played a game made in it, but I can't find anything relevant.
>>
>>103674198
None of those engines are good, I'm just saying they exist
>>
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>>103674200
Torchlight 1 was nice tho, it even ran on a very old machine, so I only have good experience with Ogre3D, I even made a prototype with it.

Old engines are still fine imo as long as you're targeting old versions of directX/openGL, I kept using Aquaria's 2D engine until very recently, it's how I learned replacing shader effects with the good ol' mesh deformations.

Multiple anons here tried to target legacy openGL, it's fun, there was an obscure old engine with an impressive voxel map that puts microsoft's minecraft rework to shame, in terms of rendering speed, on openGL 1.X nonetheless.
>>
>>103674267
Ignore him. He's clearly trying to troll.
>>
>>103674267
>>103674283
I worked for a company that used Ogre3D - it sucked, everyone else I've talked to who used it said it sucked aswell
A general purpose 3D engine that can meet peoples needs adequately is a very difficult task which is why the scene is dominated by Unity
>>
>>103674308
to be honest, an engine that was used professionally by a company and "didn't suck" simply does not exist, even inhouse custom built ones, other than maybe those very specific genre engines like Renpy and Adventure game studio, but even then people complain about them lacking a certain feature.
>>
>>103674386
By that I mean it sucked compared to other options and they opted to make their own instead
>>
>>103674396
and how did that go for them?
>>
>>103674428
Badly, professional quality 3D games need so many features just to be presentable, so the game ends up looking bland because there's just no time to implement them all
>>
>>103674437
isn't it more about the tools than the engine itself?
I always wonder why enginedevs aren't abusing godot/unity features then just make an importer/translation layer for the scene/animation/asset format.
I know only one instance of a dev that used unity then replaced it with his own custom framework reusing 100% of the code.
Similar thing happened to love2D so the dev can obfuscate and hide the source code with a different binary altogether.

in the old days people had to export using engines out of necessity, if they wanted to export to mobile and the like, but nowadays most decent languages can cross compile just fine, even to android with minimal effort. so you technically can hijack existing engines as tools, I'm using godot as a replacement for spine2D currently.
>>
>>103674539
I don't understand what you mean
If you're an enginedev that means you're building your own godot/unity replacement
>>
NEW THREAD
>>103674557
>>103674557
>>103674557
>>103674557



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