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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: id93.png (663 KB, 615x609)
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/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
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:
>>106939581
>>
>>106974912
Comfy as fucc
>>
Cool tee on Carmack.
>>
>>106974912
What tools would a modern gang of Johns and Carmacks be using today? They more or less invented Windows gaming while using a Unix flavor to make their own engine and other tools.
>>
Remember:
just make cool shit. If your shit isn't cool stop and make something cool.
>>
>>106975358
So you're telling me that I just need to mek gaem?
>>
>>106974912
Did /gedg/ die?
>>
>>106975324
>while using a Unix flavor
Doom was written on a NeXTSTEP, which was created by Steve Jobs and has a more or less direct successor today in macos
today's Carmacks are no doubt also using macs, they just work
>>
>>106975992
And they went with Windows after Quake because the price to performance was better alongside support for other parts of the system. Today's gang is probably using Windows while eyeballing Linux really hard. The NeXSTEP was a wonder but it's time was short.
>>
>>106976123
>it's
it is time really was short
>>
>>106975955
people are afraid of making the op
>>
>>106976123
>I use WinNT, Win98, MacOS 8.x, and linux on a regular basis. I also spend some time with MacOS X and irix.
>NT is definitely going to be the primary development platform for our next project, but I will be evaluating alternatives for a possible transition after that. The contenders will be linux and MacOS X.
>Linux has progressed a lot in usability in the time since I made the last platform decision. Sure, the guts have always been good, but the user environments were very weak compared to windows or the mac. Some people may think six xterms and a few athena apps are all the UI that anyone should need, but I disagree.
- Carmack, 1999 (https://games.slashdot.org/story/99/10/15/1012230/john-carmack-answers)

yeah, pretty much. Funny how absolutely nothing has changed since the past millennium.
>>
>>106976346
windows became so bloated that you get more performance while through wine
it will only get worse, unless they fire the jeet CEO
>>
>>106976422
The problems and various schemes are much older than Sitrep Nutellaman.
>>
How should I start my own video game development company? What do I need to do to put together a team?
>>106976141
Nahh, we're just too lazy.
>>
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I got sidetracked going through factorio devlogs, I guess inheritance and virtual calls didn't matter for them performance wise.
>>
>>106976346
Seems kinda obvious to develop a game on windows since that's where your players gonna be. The same way that if you write server software you ought to be on linux. I did game dev for a bit with mingw to compile and a vm to test but if you were doing it professionally you'd want to clean up the workflow.
>>
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Trying to decide if this is correct for undamped distance constraints or if there's a bug still.
Looks sorta glitchy to me.
This physics shit is gonna be a pain in the ass to debug...
>>
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>"Go deliberately randomizes the order of keys when iterating through a map"

guess who had the bug that only happens when it 1/100 starts with index '0'

here's how:
>unit structs are stored in map
>remember their index in the map
>when moving units around, we're actually just moving their indexes.
>BUG: When instantiating our team units, we accidently fill up the entire grid with default index 0.
>this normally doesn't matter. When we try to fetch an index that doesn't exist from the map we'd probably just silently fail or something (idk why it was like this)
>but when adding a new unit, while iterating through the unit map trying to find an open index, if it happened to check index 0 first, the real unit would have its index shared across all grid slots on the map.

>so during my animation, it would check all those index '0' slots on the map, and apply animations to the unit with that index.
>my unit goes flying across the screen at 5x speed

thanks for listening.



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