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File: 1763210510319638.png (225 KB, 389x389)
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Mind boggling edish

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

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 thread: >>107207836
>>
>>107250804
better than realism
>>
I haven't figured out how to put a table of pngs into my texture in the Trial game engine z_z. Taking me so long to figure out if I can make a tiled map. How are your developments, Anon?
>>
I finally started using cmake. Ran into a little error regarding vcpkg where I needed to manually set environment variable for the root directory but so far so good. I think I can add everything via vcpkg except for Vulkan and stb image.
>>
>>107251214
another day of trying to actually understand transform matrices
>>
>windows goes full surveillance skynet without trying to hide it, with officially vibe coded mass outages
>linux founder is a WEF member, distros are getting overtaken by woke nazis and untested rust rewrites get shipped
Which way?
>>
>>107251633
make my own, of course!
>>
>>107251762
Based
>>
>>107251214
I am adding index bounds checking to my engine that uses already a memory safe langauge.
>>
>>107251633
Cling onto LTSC for as long as I can.
>>
>>107250804
I can count the polygons !
>>
Any of you dudes fuck around with sdl3 yet? Are there any good tutorials out there for sound, aside from the examples of the sdl wiki?

I'm using the experimental preview 3.3 build of sdl and have the sdl3_mixer installed and working, but i guess they've changed a ton from the sdl2 to sdl3 mixer.

Also, I'm brand new to sdl.

Crossposted from Daily Programming
>>
>>107252522
look at the documentation
>>
>>107252535
It's a bit limited as the mixer isn't available in any package managers yet, and what is there, seems to be a brief but seemingly incomplete overview of moving from 2 to 3.
>>
C# and raylib is pretty comfy. I'm worried about portability, but I'm enjoying this more more than Monogame.
>>
bump before i go sleep after almost nodeving today
>>
>>107252522
The SDL github repo has tests and examples.
https://github.com/libsdl-org/SDL/blob/main/examples/audio/01-simple-playback/simple-playback.c
Some of the test samples have a lot of boilerplate (you can't just compile it in a single source file), but it might cover more stuff.
>>
>>107250804
If you think about it, it's actually quite mind-boggling
>>
>>107253429
Yeah, I've checked those out, and I think that's where I'll have to focus for now. The only vid on the still in development mixer is from the dude building it, and it's just an 8 minute demo with no code. There was a tutorial with the mixer, but the devs broke it and pulled it down midway through the guy putting it together.

I'm early i guess.
>>
>>107250804
I'll start adding multiplayer support to my game/engine tomorrow.
>>
I couldn't be bothered to add support for 2D overlays. Why not just do the HUD entirely composed of actual 3D objects?
>>
>>107251633
The real alternative was TempleOS, this is why CIA murdered Terry A. Davis.
>>
>>107253974
thats one way you can do it, just disable depth testing and it'll always show
>>
>>107254106
I wonder if that's better. Right now I pass in an empty view matrix instead for rendering the 3D HUD.
>>
>>107254228
well if you dont disable depth testing there could be depth clipping
>>
Alright guys.

OpenGL or Vulkan?

It's for a high simulation 3D game.
>>
>>107254776
Doesn't matter
>>
>>107254787
That's actually a bold take considering how verbose Vulkan is.

All things equal, who wouldn't pick OpenGL in that case?
>>
>>107254803
Yes if you're pragmatic pick OpenGL because it's easier, this thread is full of people who think they're programming an AAA game so they need Vulkan
>>
>>107254833
>this thread is full of people who think they're programming an AAA game
You see this in general with programming. People obsessing with solving issues that they don't have and probably won't have either.
>>
>>107255022
Yeah
Also multiplatform, multithreading
>>
>>107254776
I would go with Vulkan but if you have to ask, OpenGL
>>
>>107250804
HAHAHA the bird has a prachute, because it can't fly! HAHAHAHA
>>
is this the most common convention for spherical coordinates in graphics? Im finding conflicting information online, like theta and phi are swapped here compared to most of what im finding
>>
>>107255130
man this author smokes crack, he gives you a nice definition of spherical coordinates then he goes ahead and defines a point in code where phi is x instead of y
>>
>>107255130
Please delete this post I don't want to see theta or phi mentioned ever again. Thanks.
>>
>>107255569
whats wrong? school flashbacks?
>>
>>107255130
Most every book I've read starts with polar coordinates (r, theta) on the xy plane. Only on the next chapter they introduce spherical coordinates with phi bringing it out of the plane like z. In the end, z = r * sin (phi)
>>
>>107255569
Are you sure spherical coordinates didn't use rho as well somewhere?
>>
>>107255723
i think math/physics pholx define the r for radius as rho
>>
he revived hytale and he said that it won't use ecs now
>>
>>107255226
?
>>
>>107257845
whats there to questionmark its pretty self explaionatory
>>
>>107258005
I don't see where phi is x instead of y?
>>
>>107258025
check the line where phi is defined, it gets it from the x component of the vector
>>
>>107258039
ok fair im blind
>>
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>>107250804
>>
>>107254776
>OpenGL or Vulkan?
OpenGL because Vulkan doesn't support african GPU and requires very expensive GPU.
OpenGL = more customers.

Also programming OpenGL is much better than Vulkan.

Is there even any evidence that Vulkan is faster than OpenGL and how much?
>>
>>107254776
Why would you learn a dead API that was always shit and isn't even guaranteed to work properly depending on drivers?

There's no reason to learn OpenGL, especially in 2025. If anything the question is between Vulkan and DX12, in which case go with DX12 if you want a job in the gaming industry, otherwise Vulkan (it also avoids being tied to the whims of Microsoft, which is why I went with Vulkan).
>>
>>107251633
Haiku
>>
>>107258827
>Why would you learn a dead API that was always shit and isn't even guaranteed to work properly depending on drivers?
It's good, easy, works even on african GPU.

Dead? Vulkan is dead. Only people who didn't use it, use it, then when they realize it's shit they move onto something else.
>>
>use Angle to translate OpenGL to DirectX for performance gains
>use dxvk to translate DirectX to Vulkan with more performance gains
What could go wrong?
>>
>>107259098
Translations have performance cost. But yes, they could be faster despite the cost, you need to try and measure.
>>
>>107252522
if you don't want to push raw pcm samples by yourself with the callback you better use the new sdl3 mixer api, it's quite good afaik
For everything else i assume you are using the render api, which is a state machine gl1-like api which blits/scales/rotate textures, i think you'll learn to use it just by looking at the renderer subsystem documentation page
>>
>>107252570
compile it yourself and setup your environment according, ask a llm to help you
>>
>>107259157
Do not use SDL3 because it doesn't support african computers.
>>
>>107259098
Why not use dx12 or Vulkan directly like a man
>>
>>107259177
All set up with sdl3 3.3, image, ttf, and the mixer. Was the first thing I actually ever built from source. Took a decent part of yesterday to get everything working properly. DuckAI had all of the wrong answers for any build from source problems I encountered, but i sorted things on my own. SO and reddit don't really have any threads on SDL3 yet.

Found an sdl3_mixer mini walk through in C++, but the only difference between C, what i use, and C++ seems to be error handling and strings, so no trouble there.

For the rest, I'm going to have to learn exclusively from documentation. First time I've ever done that exclusively.
>>
>using Vulkan when you are not multi billion dollar corporation doing AAAA game
explain this idiocy
>>
Is Vulkan a failed API?
I know it's modern and can do things that older APIs like OpenGL can't but how many developers are benefiting from the added verbosity and complexity?

The OpenGL reddit has more members and higher engagement than the Vulkan reddit despite the fact that OpenGL hasn't been updated in 7 years.

Personally, I would prefer if an API like Metal had cross platform support, it's modern and far less verbose.
>>
You need to dig some history to figure out how we end up here.

Before Vulkan became a thing people were abusing OpenGL to remove driver overhead. That's why I mentioned AZDO - there was a clear demand from actual users. We would probably got OpenGL 5, but AMD donated Mantle API to Khronos and Vulkan ended up based on Mantle API.

Mantle was created by AMD driver team to test out what low level API could be, and that's how we end up here.
>>
In 2015 35% of PC (Win / Linux / Mac) games used the OpenGL graphics API and 65% used DirectX.
In 2023 4.8% of PC games used the Vulkan graphics API, 4.8% used OpenGL, and 90% used DirectX.
So far in 2024, 20% more PC games have been released using OpenGL than Vulkan.
>>
>>107254776
Vulkan if you LOVE to type. If not, OpenGL.
Also, OpenGL if you target the web.
>>
>>107250804
Why not just modify Unreal to whatever needs your game has? Are you guys retarded?



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