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meme edition

/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Graphics Debugger: https://renderdoc.org/

Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.

Previous : >>106498844
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I experimented with some optimizations yesterday, not much progress since I've been touching grass all week but ready for a weekend grind
>>
RIP gedg. poogeet was the only thing keeping this alive and you all drove him out.
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>>106565589
It was just that 1 guy who shit talks everyone, I just call him a retard and carry on
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>>106565589
it was bound to happen at some point when he annoyed the wrong person
>>
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>>106565154
Is that Mike from RedLetterMedia?
>>
is switching to VS 2026 worth it from a gamedev point of view
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>>106566594
It's almost never worth it to update anything. All they do is make the buttons bigger and the program slower.
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>>106566594
they added ai crap features
>>
good video from the echo prime nova/severed steel dev talking through iterations of his game
https://youtu.be/a86JrLRYjR0
>>
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>19 days of Vulkan
>finally have a 3D mesh rendering and can move the camera around
Granted a lot of those days were 2-3 hours max after work, but still.
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I added a level of complexity
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Chaos posting. Working on spell interface now. Previously I just had a canvas of spell icons similar to OSR, now I am doing my own thing. A player has a slot which can hold either a scroll, codex/grimoire, seal/talisman/charm/etc. Scrolls have 1 spell slot which can be assigned. The books (codex, grimoire) can have n-blank pages to be filled. Seal/Talisman/Charm/Etc objects with some sort of static effects/bonuses which we will be for warriors and archers generally.
>>
>>106566594
I’m using it for copilot but other than that it’s pretty much the exact same as 2022
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I'm considering making a simple 3d engine.
Should I go with opengl or vulkan?
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>>106572837
OpenGL:
>a genuinely shit API
>dead and has no future
>black box where you barely know what your program is doing
>supports everything back to the 90s, though you'll probably use features that require at least 2010 hardware
>easier and faster to get something going
Vulkan:
>a much better API
>actively developed and adopted
>you know everything that happens outside of the driver
>needs at least a 700-series Nvidia GPU or equivalent (2013)
>harder and it takes a long time (~1000 lines of code) before you can render a single triangle
The only reason to learn OpenGL over Vulkan is if you know you're going to give up with Vulkan. Otherwise there's no advantage to OpenGL, you also won't be getting any jobs with OpenGL.
>b-but it's easier to start with OpenGL
Yes, but learning OpenGL and then Vulkan will always be more effort and time than just learning Vulkan, this is basic logic and can't be debated. The only risk is, again, if you give up on Vulkan because it takes too long to get shit on-screen. See >>106569231, that anon put 45-60 hours into it before getting to that point, which sounds about right if you follow tutorials.
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>>106572905
OpenGL is at the same level of abstraction as VUlkan so calling OpenGL a "black box" isn't really accurate
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>>106572905
Modern Vulkan is nowhere near 1k lines of code for a triangle
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>>106572956
>OpenGL is at the same level of abstraction as VUlkan
???
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>>106573892
Yeah it's a common misconception among nocoders that Vulkan is "close to the metal" and "lets you understand what the GPU is actually doing" when in reality it's pretty much just the same sort of abstractions as OpenGL 4 except much more explicit
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>>106573909
Show me in OpenGL where you have to manually synchronize resource access with pipeline stages and access modes.
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>>106573914
you mean like GL_MAP_UNSYNCHRONIZED_BIT?
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>>106572956
>>106573909
You're retarded.
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>>106573934
No not even close.
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>>106573941
Show me what you're talking about in Vulkan
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>>106573944
So you don't even know basic aspects of Vulkan and you're claiming it's equivalent to OpenGL in terms of abstraction level.
Phenomenal display of Dunning-Kruger.
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>>106573949
I've been over Vulkan, it shares a huge amount of abstractions with OpenGL
So show me what you're talking about
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Undoing a bunch of code I had set up to save a few seconds of asset loading because it doesn't make sense to have it anymore.
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>>106572905
Decided to go with opengl, i'll upgrade to vulkan later if i think it absolutely needs it. Not chasing any AAA quality so i doubt it ever will need it.
>>
>>106565589
>>106565622
Am I going to have to keep up the threads like in the old days. I kind of like my new role as the guy who watches from the shadows.
>>
Can a professional game be developed fully on Odin or is it just more like a hobby language, if that makes any sense?
If I'm an unexperienced junior, desperately in need of a job, I should just focus on C++ instead, right?

I don't understand why I can lay out the logic of this but yet can't just force myself to take the correct desition.
I kinda want to "take refuge" in gamedev as some sort of programming for the sake of the craft; while still trying to get a job doing C++ or other shit (trying to avoid webdev).

I am just so very confused, overwhelmed, paralyzed, and feeling hopeless
>>
>>106575101
>Can a professional game be developed fully on Odin
yes
>>
>>106575101
If you're trying to get a job with C++ then why are you even considering other languages for your projects?
>>
The ultimate procrastination project: GameScript. Describe your entire game engine and game in a language independent way and have the option to compile it to any language/OS/API combo that has a backend implemented for it.
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>>106575101
90% of games are made in unity based on steam's stats, and every game studio that has open jobs nearby me are some mobile game companies that use unity.
C++ is an indie dev language, more of a trap than being actually useful for indie's.
But if you are not interested in games, there might be C++ jobs, just like how there might be rust jobs, but you are competing with people who have 10 years of experience (at a job, not fake experience) and working at fast food, and indians who have found every possible way of using chat GPT to game the interview process.
>>
>>106575101
You can absolutely make a game with Odin, but if you want a job in gamedev 95% of companies use C++.
>>106575246
This is the dumbest thing I have read in these threads. You are also more likely to find a job learning Unreal than Unity.
>>
>>106575271
>This is the dumbest thing I have read in these threads. You are also more likely to find a job learning Unreal than Unity.
how many mobile game studios vs real game studios exist in your area?
Just pick the entry level job that you know you could get, then work towards it.
gen alpha prefers gaming on mobile more than PC, that's the hard reality.
>>
>>106575200
>why are you even considering other languages for your projects?
I'm retarded + I hate CMake and all that other crap
>>
>>106575246
Sounds great, anon.
So what do I even do at this point
>>
>>106575375
>I'm retarded + I hate CMake and all that other crap
Then just give up now, even if you get a job related to C++ they will quickly fire you for not knowing what the fuck to do.
>>
>>106575271
>You can absolutely make a game with Odin, but if you want a job in gamedev 95% of companies use C++.
>>106575134
>yes
Thanks anons.
Last few weeks I've been toying around with simple stuff with Odin and for a while, I thought of it as some sort of escape of the current situation; just making games while still sending resumes. Maybe even work on a real project that could eventually be sold. Idk.
>>
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I'm already too advanced to be in this thread, but here's the thing, I don't have an idea for a game.
>>106575134
There are games that made more money than a warehouse worker does in a year and they were written in Python, anything is possible.
>>
What's the best godot 4 video tutorial or course that uses C#? For a 2D simulation heavy game. Even better if they use Jetbrains' Rider so I can understand the workflow.



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