engineering 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/agdgGraphics 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: https://desuarchive.org/g/thread/107814484/#107814484
how do i actually engineer a game on paper before any coding is done so that when it comes time to actually build/construct the game, no room is left for iteration, creativity, or trial-and-error?in other words how do i calculate design constraint like:Mechanic A requires X amount of resource AB and so on until the entire project is accurately and soundly mapped out in documentation?is chatgpt correct: https://chatgpt.com/s/t_696767337c588191b693b11790819ce2or is it hellucinating?full chat: https://chatgpt.com/share/69676758-d944-8003-a3d4-835e33b4e372i'm trying to learnmax
>>107858607Clone existing game 1:1, or if possible make a playable paper prototype. Otherwise it's not likely to make a working design just from written docs first try.
>>107858607Architecture is always the hardest part in a software project. The actual coding part is just a fraction of the effort.>no room is left for iterationNot going to make it.
Godot is actually not that bad. I already have a long list of annoyances, missing features and bugs, but it's easier to use than Unreal in actual practice so...
man I take a break from devving for a day and getting back is such a pain
>>107858607you just start doing it and once you fail you redo it with the knowledge you learnt, whats important is that you dont get stuck in conceptland
>>107858607Start simple. At first, choose some very basic features that will you'll be sure to regret not doing in the future. Then you keep adding more features if you can get away with it. Unfortunately, you will have to refactor some things at some point, it's impossible to tell what you really need from the get go, especially if you don't have a strong vision for your game right now (no one does).
I learned to draw a textured cube. How do I draw a skybox?
Random anon coming inThe entire argument between posts >>107847141 and >>107849445 can be summarized as:>is the proportion of games which "do too much" on the client side large enough to warrant mentioningThis has nothing to do with game or engine development, and is entirely based on analyzing trends.
>>107859214Draw a big textured cube with the texture on the inside.
I want to keep groups of floats in a single vector for simplicity and performance. I'm going to split them using NaNs. Does this sound like a bad idea?
>>107858607>how do i actually engineer a game on paper before any coding is done so that when it comes time to actually build/construct the game, no room is left for iteration, creativity, or trial-and-error?This is retarded and will never work.
>>107859438You mean an array? It seems like kind of a bad idea but maybe your usecase justifies it. What is your usecase?
>>107859571A vector that holds all hitboxes in a frame. I want to use reserve() to prevent unnecessary reallocations when I insert data. But on second thought, I don't have too many hitboxes most of the time, so I might skip this optimization for now.
>>107859674I'm sorry what? Can you walk me through your thought process here? How does it make sense to do anything other than a basic resizable array?
>>107859732Because pushing back and resizing a vector can be slow and may cause my program to stutter, if the vector is big. I believe that's the most common reason for stutter on my game.
>>107858607retarded
>>107859763Are you making a DOS game on a 486? If not, forget about this nonsense and attach a profiler to it.I am genuinely curious as to how you got from "hmm maybe I need to resize this less often" to "better fuck up my packed array with some useless NaNs".
>>107859846Sounds like he has a mental illness
>>107859846That's how I got rid of a stutter once. I was creating vectors of vectors of integers every frame for the tilemap system. Then the program would stutter every time I crossed the edge of a tile block. To fix that, I allocate a few blocks worth of data and reuse them every frame now.Anyway, the NaNs thing was a brainfart. I could just make a vector of structs and reserve at the beggining. My bad.