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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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File: jh.png (232 KB, 450x339)
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DirectX8 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

Glide programming guide
http://web.archive.org/web/20240604190650/http://bitsavers.informatik.uni-stuttgart.de/components/3dfx/Glide_Programming_Guide_3.0_199806.pdf
http://web.archive.org/web/20241108213111/http://bitsavers.informatik.uni-stuttgart.de/components/3dfx/Glide_Reference_Manual_3.0_199806.pdf

GPU tech spec and extension support
https://web.archive.org/web/20081216014653/http://www.delphi3d.net/hardware/index.php

DirectDraw resources
https://library.thedatadungeon.com/directx5/html/dire2bz5.content.htm
https://learn.microsoft.com/en-us/windows/win32/directdraw/directdraw-reference
https://www.cpp-home.com/tutorials/303_1.htm

previously on /gedg/
>>107455499
>>
I love DirectX and OpenGL equally
>>
>>107546157
First for engineless
>>
Do you STEAL money from the government for your game?

My government is offering some money for new small businesses. Not everybody gets the money though.
But you cannot spend the money on anything you want, you can spend it on:
>buying PC hardware, software, licenses
>hiring people, paying them, artists etc.
>renting a place for the business
>marketing, advertisements
>courses
You cannot spend the money as your salary.
I think it's pointless.
Why would I buy PC hardware? I already have it.
Why would I buy PC software when I can steal it or use open source?
Why would I rent a place if I can dev at home?
Why would I go on courses when I am an expert?
Only the marketing makes sense, but you cannot spend 100% of the money they give on marketing, you can only spend about 20% in this way.
What if I hired a homeless bum as artist and he would give me the money back?
>>
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I'm attempting to build a roblox type game with SpaceTimeDB and three.js+webGPU. I plan on having an actual roblox studio type portion of the site with a modified version of three.js editor.
https://threejs.org/editor/

I've got pretty much everything planned out.
>three.js is just renderer, movement and physics handled backend
>just send the controls through websockets
>authority is backend in rust and SpaceTimeDB
>kinematic controllers on characters
>rigid bodies with rapier for rigid bodies
>people create their world's with modified three.js editor
>three.js editor compiles the world to a JSON file
>have dif uploader to upload the json to the site as world name
>when users go to world, it sends them the JSON to load the world, the backend loads the world in memory to handle physics, positions, rules, etc in real time to send back all coordinates through websockets
>Spawn in your hub world which is pre-loaded with the site
>can search the database for worlds, active worlds show up first

What I haven't decided though is scripting. SpaceTimeDB can handle sandboxed scripting through WASM. I'm thinking frontend though have event listeners for scripting and use javascript or wasm as well (assemblyscript to be more precise) and only allow assemblyscript on the backend's wasm as well. I'm not 100% sure how I want to handle scripting yet.
>>
"It is hard for less experienced developers to appreciate how rarely architecting for future requirements / applications turns out net-positive"
>>
>>107546670
I was thinking about this yesterday. There's a good body of evidence that some of the best programmers on earth have been videogame programmers. The reason is almost certainly because it is so incredibly demanding and requires diverse knowledge (knowledge from just about every domain in programming) and craftiness

So videogame development requires high maturity to do well (or at all), and can't really be said to be childish because of that. And, historically, games (not exclusively videogames) have been primarily the realm of something akin to cunning tacticians. It's only been -very- recently that games have been associated with children, and that was probably at least partially propaganda by companies to develop markets and persuade people to work for them. Videogames are just the most obvious extension of games. And, despite the idea that videogames are or ever were primarily played by children, they were always mostly played by adults anyway

That all on top of that there's nothing wrong inherently with adults doing things children do. It's rather the implication that adults shouldn't be irresponsible. But notice that it takes money to buy videogames, so it takes a base level of responsibility to even have the ability to play videogames as an adult in the first place

I'd categorize the narrative that videogames are for children in the same category as hot takes said by people who don't know what they're talking about and haven't had enough exposure to the thing to even have formed a strong opinion, but are acting as if they have a strong and informed opinion
>>
>>107548012
I agree 100%
>>
modding quake 3 engine, thats a real mans job
>>
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i made some physics and there are of course no glitches of any kind
>>
>>107550150
lights are looking pretty
gmi
>>
>>107550150
This makes my penis the big penis.
>>
>>107548012
it used to be that way when making a game was a group of 4 or 5 white guys programming to bare metal in assembly and implementing basic data structures was considered revolutionary, but today video game development itself is gamified to the point that using unity to make games is basically plaing a meta-game. and if you tell people you are making your own engine they don't think you're childish, they think you're insane and they are probably right.
>>
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>>107550150
>>
>>107550150
what graphics API are u using^?
>>
>>107546157
What videogames have come out of /here/, aside from katawa shoujo and doom wads?
>>
>>107551206
none, ur thinking of /agdg/ over at /vg/
>>
>>107550730
>they think you're insane and they are probably right
I'm making a game engineless; and yes, I'm insane (and also childish)
>>
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my Map Editor for my 2D game is comming together
>>
>>107551126
This is vulkan. took me quite a while to get comfortable enough with it to build some structures around it to make it more ergonomic, so I wouldn't recommend it unless you want to get into gpu's and modern api's and don't mind spending some time on those details.
>>
How do you properly implement skeletal mesh merging?
>>
>>107551738
you write the code for it
>>
>>107551813
I wasn't asking morons like yourself. I am more interested in what people with experience have to say.
>>
>>107551703
very nice
>>
>>107551816
you're welcome



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