The chosen one edition/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_GeneralIRC: irc.rizon.net #/g/gedgProgress Day: https://rentry.org/gedg-jams/gedg/ Compendium: https://rentry.org/gedg/agdg/: >>>/vg/agdgGlide programming guidehttp://web.archive.org/web/20240604190650/http://bitsavers.informatik.uni-stuttgart.de/components/3dfx/Glide_Programming_Guide_3.0_199806.pdfhttp://web.archive.org/web/20241108213111/http://bitsavers.informatik.uni-stuttgart.de/components/3dfx/Glide_Reference_Manual_3.0_199806.pdfGPU tech spec and extension supporthttps://web.archive.org/web/20081216014653/http://www.delphi3d.net/hardware/index.phpDirectDraw resourceshttps://library.thedatadungeon.com/directx5/html/dire2bz5.content.htmhttps://learn.microsoft.com/en-us/windows/win32/directdraw/directdraw-referencehttps://www.cpp-home.com/tutorials/303_1.htmPrevious thread >>107435060
How do you guys handle input? I am currently just polling SDL_Event and then flipping some bools, with some mapping to allow to remap keys. However this means all input has to check the SDL_Event stuff and trigger logic.Should I just have an array of function pointers that are triggered when an SDL_Event happens instead? E.g. SDL_Scandcode_W -> Move_Forward action -> call all functions inside Move_Forward's "on_key_down" array
>>107456179I process SDL events in the engine, in the game I just have simple function that I can call to check if key was pressed or is being hold.Function callbacks are retarded for a video game, their use is in GUI software.
If there is a game like racing game.Should all cars be unlocked for free ride / single race?Or is it better if player has to play career mode to unlock tracks and cars?Why 90% of games use the "unlock by playing career" thing?
I am making a game with driving. It requires you to brake before taking curves.I just got told that all successful driving games do not require braking. Examples:>GTA>Mario Kart>most Need For Speed gamesMy game requires braking.It's over for me.
>>107456445why this same broken english question in every thread?
>>107456445If you give players everything, they will spend 30 minutes playing with everything then get bored and move onto another game. If you put things behind unlocks, they will actively play your game to achieve their "goal" and feel like they accomplished something.
>>107456461Why would it *require* braking? Any good driver can drift and some cars just never flip over no matter what.
>>107456461>this fucking post againYes it's over for you, give up and go work in a factory.
>>107456179if performance is a concern, it shouldn't matter how you do it.You could avoid the function callback by instead just replacing your switch statement with a chain of if statements, and just compare using a SDL_Keycode, and I believe you could also use SDL_GetKeyName / SDL_GetKeyFromName if you want to save the keybind data in text instead of storing numbers. But this would not work for a controller, you need to wrap it around some sort of abstraction (wasd / analogs needs to be treated as a special case).However, I believe the reason for using function callbacks is if you want the commands to also be commands activated through the console. Since if you hardcoded the logic behind a keybind, it's pretty awkward to call it through the console. So for example, the half life "impluse" commands. And from a POV of debugging optimized code, using a function callback should help with preventing inlining which could make a tiny function invisible.I should note if performance is a concern and if you are using SDL2 (and it's not SDL2-compat which is SDL3), SDL3 fixed some sort of issue with SDL's mouse polling, where a high polling mouse would cause issues. BUT this only applies when you enable relative mouse mode (like a 3d game with the mouse hidden).https://github.com/libsdl-org/SDL/issues/8756Also I was going to say don't use scan codes, but they are pretty useful it seems when used correctly. https://wiki.libsdl.org/SDL3/BestKeyboardPracticesThe problem is that there are 2 ways of using it, you could store the scancode or the keycode into the config file. if you use the scancode, it's confusing for someone on a azerty keyboard reading the file (esp if it's a console command) unless you only set it through a GUI using keycodes. If you store the keycode, the name will always match the keyboard, but switching keyboards with the bindings will move locations (but it seems like this is not a problem if you only support english, supporting i18n is hell anyways).
>>107456512This needs to be upvooted.
>>107455499thanks for making the op, but no one cares about glide, outdated gpu specs, or directdraw
Have any Scratch "devs" come here at any point? Hope not. Scratch is barely an engine at all
>>107459039From last time I posted here:>I did try programming a game at one point in C# which was a simple shooter with moving targets. But that's the only /gedg/-adjacent thing I've done as a programmer.Original post: (https://desuarchive.org/g/thread/107368442/#107380501)Scratch "coders" could never, they can't even fucking FzBz.
>>107456473I didn't get satisfied answers yet.>broken englishHow to speak english?>>107456512ok. But how much should I give from start? Nothing? Half?>>107456831Drifting won't help you, if you go to fast into a corner a car will fly outside the road and crash into a barrier.
>>107459016YOU SHOULD CAREPOOR KIDS IN AFRICA don't have RTX, they have Voodoo 3think of the children
>>107459781>poor = literal time travelerThat's not how it works retard, if anything they'd have 1050s.
changed a few things:>skybox is back to a texture image, not generated noise>white brushes lines are now based on the color underneath the lines>except on the depth-normals edge detection>brushes lines will match the color of depth-normals edges (white in this webm, can be any color. now uses the alpha channel from line color to adjust intensity)only thing that sucks is that getting super close to meshes kind of gets rid of the blurringjust testing it in a basic low poly asset pack's demo scene.
>>107459923Then how do you explain that I am not african and don't even have 1050?Africans work in coal mines for 5 dollars per month. How do you buy 1050 with that salary?
>>107459736NTA but what if you turn left to turn right
>>107460216You explode into a barrier and your computer screen will also explode and CPU will burn.
>>107460160>How do you buy 1050 with that salary?With a lot more ease than you'd buy a Voodoo 3.
>>107460328Even if you are right, we should still support OpenGL 1 because it's easier to implement by new GPU producers or by aliens in the future (when they visit earth), than to implement openGL 5.0
>>107460150>no temporal coherence
>>107460537idk what that means.
>>107460150Too schizo to be sold to normies.
What are some good /gedg/ books? I already know of Game Engine Architecture and Real-Time Rendering.
>>107462081you named them
>>107460654Thanks, I'm not making this game for sales so I don't care too much if it's not appealing. It's just a fun art project disguised as a game (walking sim with playable video games inside it (so far: crazy taxi clone, king's field clone, arcade FPS, a few more))
So why are you making a game engine? It's a gargantuan effort.
>>107462743so is pleasuring your mom but that never stopped me
>>107462743>So why are you making a game engine? It's a gargantuan effort.You don't code yourself into a corner and you have an opportunity to make something unique outside of some unity thing
>>107462081Books are gay.If you still want you can read OpenGL 1 reference or Glide reference.>>107462704You could add lolitas.>>107462743>So why are you making a game engine?Because when I started 15 years ago, free game engines were gay and shit. They probably still are.Also I look full control and being able to modify the engine and not being forced to how someone designed the API.
>>107464302Stop ruining this thread
>>107464302>looklike
>>107464314>Stop ruining this threadStop stopping me.
>>107464302are you the schizo that posts about how calling malloc hundreds of times per frame is totally ok?
>>107464528That's not a schizo opinion that's just a fact
>>107464574NTA, but wtaf are you doing anon? Is a deferred mmap or even a custom malloc not an option?>t. OCDfag who wrote a tasking library so I could cleanly do all my expensive shit outside the render thread
>>107464843Yeah you're just an OCD cargo culter, I can swap out my memory allocator for just regular malloc calls and the difference is basically nothing
>>107464991>profiling status: works on my machine
>>107465076yes that's generally how profiling works, your computer isn't from a differnet planet than mine
>>107465076I have 15 year old computer and call hundreds or thousands of new/delete per second and the app has great performance.
engine
>>107455499how can you see the frame buffer
>>107462743>So why are you making a game engine? It's a gargantuan effort.Clausewitz is closed-source.
>>107465712gaem
>>107460150Very cool. It feels like you're in a painting
C++
>>107462743Its fun and its the best way to learn how engines and renderers workSame reason why I made a compiler before, it was utter dogshit but it made me understand how compilers workIts fun to make the engine though so im gonna make a cool game with it because I can
I am planning on making a 3D action RPG sidescroller. Some use the term "2.5D sidescroller".Is anyone familiar with the standard practices for orienting the character's yaw? I don't want them to be in profile all the time, but the more they face the camera, the more awkward movement will look as they are moving left or right.I have already gathered that it's a probably a good idea to implement a yaw offset for the mesh somewhere between 10-25 degrees just for simplicity and knowing it will help show the front of the character. However I'm also looking for more advice and techniques, like maybe whether I should also add an offset for certain bones.There is also another challenge I'm trying to figure out: how to handle animations for both facing left and right. If the character changes direction to facing right or left, then the hand socket holding the weapon will switch between camera side and background side. This creates all sorts of problems, especially with a yaw offset already implemented.
>>107466957That's an art question and it's really subjective and doesn't have a correct answer, do what looks good
>>107467028Anon if you are too autistic to answer a question that doesn't strictly adhere to enginedev, then just ignore the question in future.Handling animation is a valid topic for game development, and there is nothing wrong with seeking suggestions, as difficult as it might be for an autist like you to understand.
>>107467052Yes and I gave an answer, do what looks goodHe's asking about standard practices, there is no standard practice
holy crap, LLMs are actually pretty solid at game design. out of curiosity I've been chatting with AI on duckduckgo, asking for some ideas, and it comes up with some really good stuff.
>>107467350Depressingly nihilistic
>>107467350I can shit out game design docs all day and it sounds good on paper. The problems start when you actually prototype it.
>>107467350This.Do not expect anti-AI tards to learn though. Certain types of autistic freakazoids will always carry the stigma.
>>107467854AI can't design a good gameThat's the part humans are supposed to do
New RPG Maker MZ wallpaper.Man, I just want to hire a cheap artist to make some anime slop for my game. I tried to reach out to some "artists" on xitter, but it is really hard to find something on this level.What do you guys usually do when it comes to design and assets in general? Just AI slop everything or do you have some "curators" list of good artists to hire?
What the fuck is wrong with ubershaders?
>>107467991Nobody said that, tard. AI is objectively useful as a supplement/assistant though, to suggest otherwise would be stupidity.
>>107468780Using AI for game design would be stupidity, like some 70 IQ Mumbai shit
>>107468789Nope, you're just retarded and have no argument.AI can absolutely be leveraged in the game design process. Nobody is saying it should completely relied on to make a game.
>>107469179>AI can absolutely be leveraged in the game design processFor what exactly
>>107469209it proposed several cool mechanics for my time management game I haven't though of before
>>107469465like what
>>107469486like none of your fucking business. what matters is that I am happy with its suggestions.
>>107469506Do you want to argue for the use of AI or do you want to sound like a fucking retard? Because so far you're only accomplishing the latter
>>107469530I don't need to argue for anything. you do what you want. I am just sating AI gave me what I asked it for.
>>107469552You said AI is useful and to suggest otherwise is stupidity but you're so insecure you can't even show us what it helped you with
>>107469569>You said AI is useful and to suggest otherwise is stupidity>4chan is one person
>>107469574Yes I'm sure there's two retards in this thread right now asking AI how to design a game
shorter code is better, use a DSL if you must (you should always)
would it be hard to overhaul Unreal for a Total War game? Another one is coming out, soon, and I am awaiting them to make their own engine again and fuck it up, again, as is tradition.
>>107469628>overhaulWhat's there to overhaul? TW doesn't need anything special, just don't use AActor for units.
>>107467350Design, no. But I've gotten further in game dev using AI as my code generator than I ever have before [spoiler]though granted I am using Godot to make a 2D game so that's not really an achievement[/spoiler]
>>107469641I assumed there'd be something to fiddle with, to maximize for troop count. You can usually go higher than default.
>>107469819You'd have to use Mass (Unreal's ECS) or similar of course, and you'd need to write your own collision and such no way you can use generic physics colliders for that many units. The game doesn't need anything special like huge worlds etc though where the actual engine systems might hinder you.
>>107469209Auto complete, autoinclude, automatic creation of large boilerplate structs, ability to infer exactly what I want and auto-complete the function, even implementing it in a clean efficient way.Continue being an idiot at your leisure though. Retards like you get left behind.
>>107469589Its actually bizarre how mind numbingly idiotic and illiterate you are.Engine dev really does poison your already heavily autistic little mind.
>>107469848That post says game design
>>107459016Never doubt the power of autists and their hyper specific fixations
Found this thread and I declare all of you my brothers. I’m heavily intrested in game engine deving, and I would like to know how people did it back in the day specifically with DirectX 6 (because I had a Riva TNT2 back in the day)Was it really painful to code something cool with the use of this old APi ? Anyone here have experience with old DirectX versions? Share your wisdom, please.
the more I work and learn the more I feel like a retard
>>107472804You could just try it yourself DirectX 6 still runs on Windows and you can download the SDK and run the examples.
>>107473001I have some experience with DirectX 8, I will check it out, but I wonder if it will be harder to do something with it
>>107472804Directx = microsoft. do not useI am doing african OpenGL 1 engine in 2025. Started it 15 years ago.
>>107473247>not using North Korean version
>>107473247>OpenGL 1out of reach of many africans. please do software renderer anon.
>>107473312There is no need to implement custom software rendering as there are already libraries that do this. The libraries can software render your OpenGL games.
>>107473457This, you can just target lowest GLES possible and then link against Angle which gives you a translation layer for multiple DX versions as well as a software renderer that will make your game run in a VM without a GPU just fine.
>>107473457praise Mulungu, Africa is saved
>>107455499>pic relnice
Implemented my own event dispatch and event handling system today, finally I can decouple all of my gameplay shit from my input system
>>107474356There is also alternative that supports desktop OpenGL, not GLES.mesa llvmpipe
>https://itch.io/jam/12-days-of-christmas-paddle-and-ball-game-jam-2025>Show me pong in your engine and I'll show you mine.>;-)
https://codeberg.org/shirakumo/trialI'm using this game engine. I learned to load a texture with load-image function. It composes it into a sort of texture. There is also a function to load a tileset but it requires a png of all your tiles in an organized set and a tilemap which is a png of your tiles and where you want them to go.But, I want to just load a folder of pngs and map them into my own texture without a tileset or tiilemap. Do you guys know how to do that?I don't know how to draw my tile image onto the screen yet, still researching.
>>107477978nice, I will participate. it will be nice to see all those african engines at work.
>>107477996>But, I want to just load a folder of pngs and map them into my own texture without a tileset or tiilemap. Do you guys know how to do that?Yes, I have this in my engine.Just load all images and paste them into one big texture and keep track of where you pasted each image.
im starting over again, please let this be the last time
PRAISE DIRECTX
>>107478672good luck anon, took me 3 attempts before I got something I didn't want to scrap a couple of months in
>>107465740you think that's a monitor you're seeing?
>>107479369use case for sucking microsoft's cock?
>>107479369Honestly kinda wish I went with D12 instead of Vulkan, supposedly it's a lot more ergonomic if you're just doing games. You can just use some layers to translate it and run it fine outside of Windows anyways.However I don't want to be tied to Microsoft and their whims, who might just force you to update to use certain features.
>>107480611>However I don't want to be tied to Microsoft and their whims, who might just force you to update to use certain features.this has never happened
>>107477978I had an idea for a funny pong twist for a long time, but there was no point in making it so far. Still don't exactly feel like it.
Any african devs here?
bum
ok
How do you guys handle assets? Stuff like knowing what texture is used with what mesh. Just a text file?
>>107484707Currently I just hardcode it, but there's definitely value in having it configurable from outside. It's a nonissue so far.
>>107455499This is how I feel about women are learning modeling in 3dThis is also how I feel about real world environments
man coding shit is really difficult once you leave the confines of whatever comfy tutorial you were following
Still trying to crawl my way out of webshitland for my games website. Right now messing with some alternative captcha systems vs currently I generate an image of text with some noise, etc. Wrapped up the virtual token system "dragon scales" which users purchase with metamask or stripe checkout options. Scales are used to buy cosmetics and for any billing on cloud hosting instances. This lets us do small charges, like a 1-hour cost of digital ocean droplet for just 1-cent for instance. We let the user spin down/up these instances and stop the charging.
Trying to decide on some syntax for pointers and type qualifiers in my languageWhich looks best? Or does anyone have any better suggestions
>>107487403>"smart" pointersYour language is already dead and I will not buy it from you.Also, the first one is the most readable version, the other are just symbol mess like C and C++.
>>107487654smart pointers are better than manually cleaning up everything you allocate
>>107487679Wrong.
>>107488813Nobody is awarding you any prize for manually typing delete
>>107488834Smart pointer have horrible syntax. They also complicate coding, you have 10 types of them and you need to think which one to select.Smart pointers also make it harder to understand the code.
>>107489092there's really only 2 types of smart pointer and they're very easy to understandthat's a skill issue on your part
>>107477978>Right when AoC finishes this yearGuess I'll try to make a game then
how do you guys handle cross-platform deving? or do you only target windows, or only desktop, or only web etc.?
>>107490162I don't
>>107490162I use SDL so that someone else has to handle it.And OpenGL for graphics, it's cross-platform.
>>107490162I target windows, linux and web. I develop on windows, but have a VM witch Jenkins jobs that build for other platforms.