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File: E3ObTBnXoAUYmIo.jpg (28 KB, 400x400)
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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/

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-Problem Description: Clearly explain your issue, providing context and relevant background information.
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Previous >>108188818
>>
I embed all my game assets into my executable. Even with the ram crisis, 16gb is still cheap. Why would I bother with asset streaming? I just wanted to say that.
>>
>>108233669
If it's just like a few megabytes of low res textures or whatever other crap, that's honestly fine.
>>
>>108233669
where you store assets has no influence on asset streaming
>>
schizo arcadey flight sim anon from the other day here, I've figured out what was wrong with my NPC aircraft follow behavior. Now it's working fairly well, time to work on the others, and then it will be implementing targeting and actual weapons. Still need to implement collisions/collision avoidance as well, but I don't have explosion effects yet for destruction anyways, I was thinking of using Embergen to create vdb for that and then load and use those.
>>
>>108235971
Doing basic gamedev doesn't qualify as schizo unless you mean some underlaying issues.
>>
>>108232795
>build an mmo prototype backend with python because "haha it's easy to throw shit together"
>put project online
>people surprisingly like it a lot
>receive a lot of feedback about the front end, work on it
>scaffold shit together in the backend to make new requested features
>more and more requests keep coming
>except that it's still fucking python
>no idea what half of my backend code even does
>some files have a bunch of hardcoded values I don't even remember what they were there for with "TODO: FIX THIS LATER" as a single indication of their function
>buy a claude sub and ask it to convert it to rust
>it doesn't even run now
>I don't even know rust anyway

Fuck me, I actually had nearly 100 concurrent users at some point...
>>
>>108236141
sorry, no I don't mean I'm schizo, I mean the backstory of the game is schizo. the schizo is meant to modify "arcadey flight sim" not "dev"
>>
>>108236170
or not meant to modify "anon" I guess
>>
>>108236154
>rust
>for gamedev
lol. lmao even
https://loglog.games/blog/leaving-rust-gamedev/#once-you-get-good-at-rust-all-of-these-problems-will-go-away

use c# like everybody else instead
shouldnt be too big of a jump from paiton
also, for the future- comment your code plentifully, like if you were explaining it to someone else (except for the really self evident shit)
in 6 mos you'll remember nothing from what you wrote
you sound like you learned that lesson, but did you really? its an important one
>>
>>108236170
That was the least likely interpretation, but I guess that makes it a good twist for that genre.
>>
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drawing different shapes
>>
>>108235971
not a flight sim
>>
>>108238705
Thank God.
>>
>>108238705
I realize that, I tend to use terms like "arcade flight sim" or "action flight sim" because what I'm trying to imply is "like Ace Combat/Project Wingman" not "like Microsoft Flight Simulator". If you have a better term I'm certainly open to using it.
>>
>>108233930
my game preallocates all available memory and then uses ~600MB.
>>
>>108239011
based
>>
Is it cringe to use index based for loops when you make no use of the index? I basically never picked up using python style loops I just write them the old school way and as far as Im aware theres no technical difference other than readibility
>>
>>108239591
Why would you use anything else?
>>
>>108239624
if you only care about the elemnt itself and not its index
>>
>>108236195
I've pretty much always been able to understand my own code easily, even after years, and I comment sparsely. The only exception is particularly complicated algorithms where I don't even 100% understand the code right after writing it. In such cases I do leave explanatory comments. But I probably average less than one substantial non-autodoc comment per source file.
>>
>>108239658
Messy, pollutes the codebase. A for and parallel for loop I understand, they differ in function, but why have index based for loops and for each loops? They do the exact same thing just that the latter is a bit more terse and lacks an easy access to the index.

I just used the index based ones and nothing else, ever. Standardization and readability trumps saving a few keystrokes every now and then when you write a loop. Having every loop declaration look near identical saves you a lot of mental load when coming back to code later and refactoring. Languages like C++ offer you a thousand ways to do every single thing and that's the main drawback of the language.
>>
>>108239738
yeah I agree but I have no industry experience so I have 0 clue of whats good practices

>why have for each loops?
I think they just wanted the python audience
>>
>>108239738
"I lack the mental capacity to recognize iterators at a glance" isn't actually a good argument
>>
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small milestone, procedurally generated terrain using improved perlin noise
>>
>>108239840
twisting anon's words into a strawman you can attack isn't an argument at all
>>
>>108239984
That's literally what he said, it saves him mental load
>>
>>108240001
you noticed that you could misinterpret the obvious practical meaning of the phrase "mental load" in a way that would allow you to abuse and belittle the person who posted it, and took that opportunity without hesitation, likely because you have a dark triad personality disorder
>>
>>108240062
You can reread the sentence in softer language and pretend I said that instead if it hurts your feelings
>>
>>108240070
>That didn't happen.
>And if it did, it wasn't that bad.
>And if it was, that's not a big deal.
>And if it is, that's not my fault.
>And if it was, I didn't mean it.
>And if I did, you deserved it.
>>
>>108240090
I'm not a narcissist for calling him out for having a dumb opinion you fucking woman, iterators are a common programming concept
>>
>>108240099
his opinion wasn't dumb, but you consciously sought to frame it that way so you could put him down
>>
>>108239840
>just one more C++ feature bro just one more standard it will fix this bloated piece of shit bro i promise please bro the modules bro please one more feat-
>>
>>108240107
It's dumb because he's dismissing a ubiqutious programming concept because of "cognitive load"
>>
>>108239725
>the only exception is...
so yeah
theres a lesson to be learned
simple as fucking ass

aim for 100%
its actually a matter of self respect, because you can do it
its a matter of attitude more than anything else
t. programs in c, and openclc
i have 0 guardrails in my code, the shits better be tight
or i just get a segfault which could as well be translated to "fuck you, try again"
when i seg my gpu, i need to restart my pc, bc i didnt plug in a second gpu. which i have. but i didnt do that for some reason.
i didnt seg my gpu in months though so laziness wins this round (again) i guess
i didnt code much either so that could come into play
still
poit still stands
comment your code like if you were a retard
bc you are one
bc we all are one
the diff bw you and a 10x'er is that the 10x'er admits it and applies counter measures to mitigate the shortcomings.
netting a 10x increase in throughput, thats the secret
fkn mitigate your shortcomings, so that your strengths can have maximum effect
idk, its something natural
you should hire me as coach, or boss, or whatever
a fag who exists only to tell you what to do

a lifecoach, yeah
phay me for that though
phay me big money
i wanna get rich, fag
gimme all the gibbes
im a trans-nigger
i identify as oppressed, legally protected minority group who outnumber the locals but dont mention it bc that would be raycisst
>>
>>108240131
>ubiqutious programming concept
This means nothing, smart pointers are ubiquitous too but you still shouldn't use them unless you're a H1B jeet.
>>
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>>108240374
what the fuck is even a smart pointer?
>>
>>108240374
All that says to me is you're a kid roleplaying as a programmer
>>
>>108239738
It allows you to iterate arrays, lists and hash maps, as well as any iterable structure you could make up in the same manner which I would call more standardized actually.
>>
>>108239980
Nice anon. A little win here and there really helps with the motivation.
>>
>>108240385
do you know what the cleanup attribute in C is? it works like that.
>>
MSVC finally has flat_map and flat_set
>>
>>108241083
So stl got owned so hard by parallel hashmap that they added flat maps to the standard?
>>
>>108239738
Me except I only use while loops
>>
Anything but gotos is bloat
>>
I miss the malloc schizo...
>>
>>108242350
hes usually in /dpt/
>>
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I'm currently running stellaris on my APU machine and noticed one of the biggest lagging issues for me are the newer, animated ships. Question is, shouldn't that be handled by LDO? Most of the time most ships are just dots on my screen anyway.
Implying i do get my ass up to do something about it, is there even something i can do about LDO or deactiving animations at a mod level, or should i rather just replace all ships with static variants?
Yes, i never touched a mod and my 3d skills stop after freecad.
>>
>>108242477
There's many reasons a game object could be causing lag, LOD isn't the only one
>>
>>108242350
qrd
>>
>>108242538
Maybe, but i'm pretty sure it does as
>system full of old ships, GPU stays low/normal
>system full of new ships, GPU jumps up
>zoom in to a single new ship, topish view so only a single ship gets rendered, GPU goes down
>>
>>108240374
i think you might actually be retarded
>>
>>108240387
And that’s a good thing. I like the Anton mantra of program like a 15 year old with 30 years of experience. Simplicity is king.
>>
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>>108232795
Hello, friends.

Do games that allow to create custom maps, or content still exist?

I want to do creative part, especially mapping.
>>
>>108242945
no humanity doesnt know how to make them anymore we lost the technology
>>
>>108242649
there was a schizo that would come into a bunch of different threads on /g/ and insist that there was no reason for any other memory allocation strategy than just using malloc for everything. This wasn't particularly interesting or novel until people started responding with "maybe this allocation strategy would make more sense in this context" or "doing this is naive and leads to this problem" and he would respond in a very condescending dismissive tone while also making it very clear that he didn't really understand what the fuck he was talking about. He eventually posted an example where he has some kind of real time application like a game or something that used malloc in a loop every frame like main_loop > for loop > malloc per element sort of thing and it just became funny after that. This was enough to bait some people into responding and he kept posting in the same way insisting this was totally fine. He hasn't really posted that much since as far as I'm aware or not in these threads at least but his posting style was pretty easy to spot and it was kind of entertaining.
>>
>>108242945
>>108242955
my game will do this in 2 more weeks
>>
>>108242928
>Simplicity is king.
when you're writing simple programs yeah
>>
>>108243003
The malloc schizo is actually the worst poster on this board by far, he's been here for at least 5 years, singlehandedly ruined /dpt/ and lead to this thread being created to get away from him
>>
>>108240345
Retard
>>
>>108242955
Disappointing but okay.
>>
>>108243003
>and insist that there was no reason for any other memory allocation strategy than just using malloc for everything
I expected the opposite, since that's just an unrealistically retarded opinion to have.
>>
>>108243009
Good job getting it completely wrong. If anything simple programs are where you can use shitty retarded abstractions, while complex programs rapidly become unmaintainable.
>>
>>108242945
Trackmania
>>
>>108243485
complex programs require more complex abstractions to stay maintainable
people who think they can just program like they're 15 forever are just writing trivial programs their whole life, not something to be proud of
>>
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>>108235971
I remember AI in my flight shooter was brain-dead simple. basically
10 fly towards player and shoot until too close
20 turn around and fly away to some attack distance
GOTO 10

also, once in a while do a random roll for the lulz. if too low, just set altitude to some minimum value. it looked goofy, but it didn't matter much with a game this simple.
>>
>>108243591
>complex programs require more complex abstractions to stay maintainable
except you don’t actually need 50,000 destructors firing or nests of pointers to individual objects everywhere. that’s the opposite of maintainable
>>
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Where can I read about detecting what the player is mousing over in a 2D game with isometric tiles at different heights, with some tiles obscured by others? I've no idea where to start with this.
>>
>>108243591
>complex programs require more complex abstractions to stay maintainable
No, they don't, your thinking is the reason webpages take 5 seconds to load 50 lines of text.

There are cases where abstractions are necessary, but that's about 5% of the cases that most "modern programmers" shove them into. The most ubiquitous example is platform compatibility.
>>
>>108243701
strawman

>>108243716
>No, they don't
>There are cases where abstractions are necessary
So which is it?
>>
>>108243706
hard to tell without knowing how you store information about your map. but generally, if you drew it, you should know where it is on screen.
>>
>>108243450
it makes sense if you're pretty new to programming and you find out through experimentation that you can just malloc heaps of shit and it doesn't matter that much because you're dicking around and not building real software. I used to do that when I was new to C, I didn't be obnoxious about it online tho because I at least knew I didn't know shit and was still learning
>>
>>108243736
I'm just game devving not engine devving. Storing information as a dictionary with a Vector3 as the key. Drawing is the easy part in Godot.
>>
>>108244010
It's a mixed bag I guess. There are cases where replacing malloc with arenas brings absolutely no change, and in other cases using malloc is surprisingly costly and can be optimized by +90%.
>>
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Imagine
>its year 2005
>you've got to dev on this bad boy
>you're doing an OpenGL game engine
would you be happy?
>>
https://www.youtube.com/watch?v=TNkH7IxkP3c

soul overload
>>
>>108244759
yes, I was
>>
>>108243538
this, I have played it a bit lately but still haven't delved into the map creator, though I really ought to. I used to love making maps in Tricky Truck some 15 years ago, that was the tits
>>
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>play a bunch of demos during Next Fest
>play a few survivors-likes
>bad thoughts creep in
>"Why didn't I do something like this as a first game instead of an overcomplicated project that will take years?"
GET OUT OF MY HEAD
>>
>>108244976
survivors games are some brain dead games for brain dead people
>>
>>108244976
It shouldn't take long, so just go ahead if you mean a practice project.
>>
>>108244759
igpus are now equivalent to the 550
>>
>>108245004
So don't make it braindead.
>>108245105
No, I already have a project and it's a lot better than diving into an overcrowded genre. Not to mention "not make it braindead" entails a complexity increase that would probably make it more complex than my current project in the end.

The project hopping days are over.
>>
>>108245135
its not possible to make a survivors game that isnt brain dead. its an immutable and core part of the genre
>>
>>108245231
Not really, you could move more towards Crimsonland or Brigador while keeping a lot of the elements that make survivors addictive. It doesn't have to be a VS clone.
>>
>>108245231
Couldn't you push it towards shmups with emphasis on routing and item strategy?
>>
Any of you tried the vibe coding meme to actually build a game with relative success?
>>
>>108245341
Actually building a game with relative success is a meme itself.
>>
>>108244976
I don't regret not taking the lowest hanging fruit, but i do regret the part where i completely overshot on complexity. A smaller version to attract attention and money, i.e. more developing time for a second game, would've been a lot smarter.
>>
I shudder whenever I have to use Blender3D
>>
>>108246543
Blender is seriously more of a pain in the ass than game engine programming.
>>
How plausible is it to make a single player Halo clone in Godot engine?
I know literally nothing about Godot engine.
>>
>>108246639
Definitely possible, but you'd need a ton of polish to make it good. Most of the work that goes into that kind of game is art/content, not tech, since the formula rather simple and well-understood
>>
>>108246639
>>108246688
If what you're interested in is programming, write your own engine. A general-purpose engine like Godot is likely fine for an FPS, but it will limit you if you want to diverge from that formula. Using someone else's tech does limit you in that way. And either way, you will need to put a ton of work into levels and assets. Working with other people can help on that front, but most people are gay losers.
>>
>>108246706
terrible advice
>>
>>108246895
Blow it out your ass, faggot. There's enough cookie cutter indieslop in the world. This is an engine programming thread. The white man programs his own engine.
>>
>>108246907
You won't even get close to making a game if you make your own engine unless your game is a small 2D thing
>>
>>108246942
you eventually learn to get very fast and productive at programming but it takes time and experience to reach that point. using an engine inhibits that process because most of the time you’re just using the cookie cutter thing put in front of you and not really learning. its like webdev learning
>>
>>108247008
You're still programming when you use an engine
>>
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>>108246639
Not any anon but if you know nothing about Godot then don't use it desu
Use Unity or Unreal instead if you know those engines, or make your own custom engine if you're confident enough
(t. is both an enginedev and a unity user depending on the situation)
>>
>>108246942
skill issue
>>
>>108247079
You'll notice that literally nobody in this thread has made a game
>>
>>108247086
Have you?
>>
>>108246639
Tech is the easy part, 90% of the game is art
>>
imagine making games. couldn't be me.
>>
>>108247033
yeah, one small subset of programming. you could practice arithmetic until you’re blue in the face but it won’t make you good at calculus

if you’ve only ever worked within the confines of an engine, it isn’t surprising you’re going to think enginedev is some insurmountable task, and yeah, ill admit it is a lot of work but all im saying is most of that feeling is frontloaded by inexperience. you can get very fast and proficient but not by using a cookie cutter engine to learn
>>
>>108247130
Unironically, enginedev have a higher chance of making it, because whatever he builds will be probably small in scope
>>
>>108247086
There have been smaller games posted before, but you probably won't see anything big, since it's all one man projects.
>>
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>>108244894
for me, it was Stunts in the mid-90s
>>
>>108247116
>>108247146
The myth that enginedev is a superhuman task is perpetuated in great part because engine programmers want to have their dicks sucked.
>>
>>108247252
gamedev youtube needs to die. It's entertainment for losers
>>
>>108247279
>gamedev youtube
qrd?
>>
>>108247146
I've made my own engine and I can tell you that it's impractical for anything but simple games
>>
>>108247306
niggers. next question
>>
>>108247311
>I've cooked my own food and I can tell you it's impractical for anything but simple meals
skill issue
>>
>>108247331
technically true, you can spend 10 years learning all the skills required to assemble a modern game engine, wouldn't recommend it though
>>
>>108247344
>10 years
skill issue
>>
>>108247363
That's how long it'll take
>>
>>108247372
You just made up that number
>>
>>108247427
That's based on my experience making an engine
But of course I'm sure you've made your own engine and you did it much faster than that right
>>
>>108247441
nta but he's got a point
skill issue
>>
>>108247446
Post your engine
>>
>>108247468
Post yours.
>>
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>>108247490
Made an engine for an RPG I was making, OpenGL3 renderer with a data-driven render pipeline, basic physics, hierarchical animation, GUI system, scripting language, some rudimetary AI, an editor
Now post yours
>>
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Should I make my RPG systems-focused (CRPG-ish), or should I make it world/narrative-focused (JRPG-ish)?
>>
>>108247543
Well there's your problem.
Does your RPG need physics? Does it need fancy graphics? No and no. You don't need to make the next Unreal, and you don't have to be a cuck and use an existing engine either. You can just like, make a game from scratch and only make what you know you are gonna use.
As a wise man once said: You Aren't Gonna Need Itℱ
>>
>>108247543
That's pretty cool, but it shouldn't take a whole 10 (ten) years. Maybe you did 4 months of work distributed over 10 years of spare time
>>
>>108247562
>Does your RPG need physics?
Of course it does, otherwise everything would fall through the fucking floor
>Does it need fancy graphics?
Do those graphics look fancy?
>As a wise man once said: You Aren't Gonna Need Itℱ
Until you do actually need it
If you stick with a simple game you can make your own engine, so something 2D or basic 3D like Quake
>>
>>108247584
You have no understanding of the work that's involved
>>
>>108247590
>Of course it does, otherwise everything would fall through the fucking floor
That's not how physics works. If a game doesn't have physics, the things just don't fall period.
You very clearly are suffering from Skill Issueitisℱ
>>
>>108247611
Collision detection is physics
Still waiting for your engine btw
>>
>>108247622
Lmao retarded nodev
>>
>>108247597
Cope
>>
>>108247642
I'm the only person who posted work here, where's yours?
>>
>>108247622
Didn't you complain that "if it won't have physics then everything will fall through the floor"?
>>
>>108247650
Physics means collision detection and collision response. You probably think, like somebody with no gamedev experience, that physics means rigid body sim like Havok or Bullet or PhysX. All I do is sphere / capsule / box / triangles with no rigid body sim but that's still physics
>>
>>108247648
Not mine but no, you are not the only person who's posted work here, and don't act like you are.
>>108229242
>>108223278
>>108215279
>>108170245
>>
>>108247590
>if (entity->y < 0) entity->y = 0;
>basic physics
>>
>>108247659
Learn to read your own posts.
>>108247590
>Of course it does, otherwise everything would fall through the fucking floor
>>
>>108247664
>you are not the only person who's posted work here
never said I was
>>
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>>108247675
>never said I was
Buddy. Pal. Friend. You're fucking retarded.
>>108247648
>I'm the only person who posted work here
>>
>>108247679
>>108247675
stop arguing GET BACK TO WORK
>>
>>108247679
"here" as in the conversation between me and that guy who asked me to post my engine you fucking dumbass
>>
>>108247688
>moving the goalpost
>>
>>108247679
I think he's trolling/larping using other anons screenshots. It's the only thing that could explain how he could possibly think that things simply fall down without physics and misjudges entirely how long it takes to implement things
>>
>>108247696
Are you ESL or brain damaged
>>
>>108247696
>autism
>>
>>108247700
Yeah, probably.
>>
>>108247700
>Somebody with experience is contradicting my world view as somebody with no experience, I cannot be wrong, he must be lying
How can you be this arrogant
>>
>>108247700
Without physics my characters would fall through the world, because, uh, gravity
>>
>>108247714
>>Somebody with experience is contradicting my world view as somebody with no experience, I cannot be wrong, he must be lying
Is that your inner monologue?
Because you're the arrogant and deranged one here.
>>
>>108247543
THIS TOOK YOU 10 YEARS???
>>
>>108247727
I've made something, you haven't, who do you think has the authority here
>>
If it takes you 10 years to make a tech demo it's officially a you problem, not a problem with the tech you're using.
A bad craftsman blames his tools (and yes, tools can mean the act of making a custom engine itself)
>>
>>108247737
>assuming I haven't made anything
Kek, you really are arrogant.
Also, have you done anything besides your shitty tech demo?
>>
>>108247746
Done lots of stuff
Post what you've made
>>
>>108247116
How do I into art?
>>
>>108243706
Find another isometric tile game written in Godot and see what they do... don't all Godot games ship with their source code?
>>
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>>108247751
Post your stuff then.
>>
>>108247765
Have you made a game from that?
>Post your stuff then.
I already did
>>
>>108247727
When both sides are parroting things they've heard elsewhere, personal experience becomes less relevant. You did not learn that engines take 10 years because you learned OpenGL, skinned meshes and got multiple light sources to work. It's cool that you did those things, few people even get that far, but it doesn't make you an authority on game programming. Other Anons will continue to disagree and argue with you over anything. You should go back to programming if that's what you enjoy
>>
>>108247776
Being an experienced game programmer makes you an authority on game programming compared to people who are less experienced
>>
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>>108247773
So all you have is one tech demo and no game to show for it?
>B-but you have no game
Yeah but at least I'm honest about it and have MORE tech demos than you lol
>>
>>108247791
I've released a few games but I'm not gonna post them here obviously
>and have MORE tech demos than you lol
I've made hundreds of tech demos
>>
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>>108247798
>I've made stuff but... I'm not gonna post them!
So you've made nothing.
You just lost your argument automagically. Congratulations!
>>
>>108247812
I posted a pic of the engine I made I'm not sure why we need to have a pissing contest
>>
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>>108247816
Because you're a nodev.
>>
I can't keep track of who is who in this argument anymore. I can't believe I'm saying this but I wish you two were namefagging
>>
>>108247821
How am I a nodev if I posted something I made
>>
>>108247830
Post your game
>>
>>108247835
Worked for a small British company of former EA employees a while ago who has released 3 games on Steam, also released 2 indie games, that's all I'll give you
>>
>>108247846
I thought you were Brazilian
>>
>>108247846
https://guildford.games/developers/turbulenz
This you?
>>
>>108247864
nope
>>
>>108247829
Nobody ever has, and these arguments always have at least 5 separate people.
>>
>>108247895
Five of us are doing this instead of programming? Munted
>>
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Based. Shipping cultists will seethe.
>>
>>108247926
Except the guys who think they're building cathedrals are just recreating a worse version of Unity
>>
>>108247946
Him, Blow, and Kling definitely say nigger.
>>
>>108247962
Do zoomers really think saying nigger makes you cool
>>
>>108247966
It's only American millennials and zoomoids who have a mental breakdown when they hear nigger. I live in SWEDEN of all places and my LEFT WING friends say nigger no problem.

This is uniquely an American problem.
>>
>>108247933
Truthnuke
>>
>>108247977
You're from Sweden? Have you met Ryan then?
>>
>>108247983
Oh yeah Ryan from Sweden we hang out all the time
>>
>>108247983
He lives in the US, anon. Better Software Conference is in my town though so I'll try to get tickets for next time and then I might.
>>
>>108247997
And what town is that? What part of Sweden?
>>
>>108248013
BrÀcke, I guess "my town" wasn't entirely correct since I'm 60km away, but it's half an hour by car.
>>
>>108248033
That's surprising. I thought it'd be somewhere larger, like Uppsala
>>
>>108248062
Dirt cheap venue I guess, the less you have to worry about breaking even the more you can focus on making the actual talks good. Supposedly it was great since speakers got all the time they needed.
>>
>Swedes casually towndoxxing themselves
>>
>>108242477
Some developers just do retarded shit. Cities Skylines 2 rendered a full set of high poly teeth inside of NPC heads that you couldn't ever see at any zoom level. There used to be a boss model in Last Epoch that had like 50x more polys than other enemies so whenever he spawned the performance would tank. You could probably try swapping out the model to test? Or compare it to other models?
>>
>>108248343
I'll probably try dereferencing skeleton animations first and see where that leads me. If i can get away with some text modifications that be great. Won't be getting to it before tomorrow after work though.
>>
>reading hello triangle on learnopengl.com
Holy shit I don't understand anything. I can't tell if I'm legit too retarded for this or if it's just poorly written and explained.
>>
>>108248871
Just go download a game engine
>>
>>108248871
go watch all the tsoding software renderer videos. he starts from nothing and it will teach you all the math involved and what opengl has to do
>>
>>108249102
or you could just learn opengl
>>
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Progress. I came up with a very efficient way to create foreground tiles in my engine, a button adds the collision and extra frames automatically now. Tiles that loop like this have some nice properties that allows them to be rotated and flipped and still be seamless, which allows a single tile to be used in 8 different orientations right away. In the past, this would mean making 7 copies of said tile. Even worse, when there was no flipping, it would mean manually drawing the same tile in 7 different orientations.
>>
>>108249117
yeah, that seems to be going just great. good luck with hello triangle
>>
>>108249125
All graphics APIs are fucking retarded, you just have to put up with it
>>
>>108249102
Thanks anon, I'll check them out. That other anon wasn't me, I like tsoding.
>>108249117
>>
>>108249134
*NOT VULKAN
>>
>>108249145
Including Vulkan
>>
>>108249134
it’s one thing to have a shit api. it’s another thing to have a shit api and you don’t understand what its even attempting to do from first principles. its another thing on top of it all to be a beginner. “just deal with it bro” doesn’t help him, it’s just you being a faggot
>>
>>108249161
what dont you understand?
>>
>>108249134
dx 12 isnt that bad
>>
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>>108249124
Nice. I keep everything in dictionaries so I just hot reload those.
>>
>>108248871
GPU shit isn't really intuitive at all. OpenGL has super vague and nebulous concepts like Vertex Array Objects, then Vulkan basically demands you understand the entire GPU pipeline before you can do anything.
>>
>>108249145
agreed, Vulkan is based
>>
>>108249341
damn, imagine needing to understand the fundamentals
>>
>>108249366
>imagine needing to understand the fundamentals
that's not how you use graphics APIs
>>
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added fBm to the terrain generation today, tomorrow gonna do height based colours on shaders and then I can finally move on to gamma correction, hopefully that fixes mach banding issues in Phong and Blinn-Phong light models
>>
>>108243003
Are you referring to a different schizo than the regdumper? I thought he was the malloc schizo because of his massive anti-malloc "primer" documents.
>>
>>108249369
oh no, i should know that points becomes triangles and triangles becomes pixels
oh no, i should know what a resource is and how to use them
oh no i should know when to use a specific resource in a specific part of the pipeline and how to set them
oh no i need to modify a resource, i should know when its safe to do so
etc etc
>>
>>108249366
Where did I say you shouldn't understand the fundamentals? It's just not the easiest thing to get into coming from 0 knowledge.
>>
>>108249283
Cool, being able to edit things on the go is wonderful
>>
>>108249517
its the same guy
>>
>>108249552
then how do you use a graphics api?
>>
>>108249527
>oh no, i should know that points becomes triangles and triangles becomes pixels
That doesn't say anything about how you actually got those vertices to your GPU, which is actually the important bit of using a graphics API.
>>
>>108249552
You should just follow the tutorials and eventually you will understand the "fundamentals"
>>
>>108249569
see
>oh no i should know when to use a specific resource in a specific part of the pipeline and how to set them
>>
>>108249569
glBufferData
>>
>>108249562
This guy (>>108243003) is quite wrong then, regdumper HATES malloc.
>insist that there was no reason for any other memory allocation strategy than just using malloc for everything
>>
>>108249595
yes the regdumper who hates malloc is the "mallocschizo"
>>
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Hironobu Sakaguchi's (developer of Final Fantasy) first game was a text adventure (with graphical supplements).
This was his GDD for it
https://x.com/auuo/status/1995504635000635845
>>
>>108249283
I have a server with a file watcher triggering a resource reload whenever I make changes.
Turns out C++ socket client reads complete gibberish from the node server packets so I cut corners and reload indiscriminately.
>>
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>>108251082
>ching chong ping pong's something something from the SNES days
Who cares? Almost all these Japs fell off completely in the 21st century, unable to keep up. Even before that they made very simplistic and childish games compared to the west, it just so happened that millennials at the time were either too poor or too young to have a PC so they were stuck playing bing bing wahoo and the likes.

I'm tired of pretending any Final Fantasy, Dragon's Quest, or Chronotrigger was anywhere near the level of Arcanum or Thief, and I don't care how many fat 35 year old manchild weebs suck off Earthbound.
>>
>>108252682
what a dogshit opinion
holy stinky
>>
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>what a dogshit opinion
>holy stinky
>>
>>108252682
earthbound is dog shit, but arent you being a little over the top otherwise?
>>
>>108252682
zoomies and xoomers coming to a millennial site just to catch some fat millennial cock in their throats will always be funny to me.
>>
>>108252682
>Arcanum or Thief,
I couldn't care less.
>>
>>108252883
powerful
>>
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>>108248343
Turns out I'm too dumb for Polygons and Meshes, but so far dereferencing the animation skeleton worked as hoped and indeed improved performance by a ridiculous amount.
Further, i tried to reduce ships' texture map, which did fuck all. So somehow somewhere this is actually handled.
Now i'm toying with resizing ships to taste, while leaving natural monsters and such big and impressive, which my previous used mod didn't.
Final boss is figuring out space storms' gfx. There's a number of mods trying to reduce those, but i assume those need some kind of work cause they're always getting abandoned..
Eventually i also need to make a thumbnail for each mod.
>>
>>108254244
Wrong pic, guess you have to enjoy some pyramid blocks.
>>
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It's over...
>>
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>>108249444
>hopefully that fixes mach banding issues in Phong and Blinn-Phong light models
I don't see why it should, it will just make the bands different. The solution to banding is dithering, and the problem with your dithering is that the noise amplitude isn't big enough so banding remains.
>>
Is there a reason for me to not do simple fractures in Unreal Chaos vs. exporting them from Houdini? I'm not too familiar with Unreal's fracture, but I imagine it should be able to create interior mesh remaps and textures?
>>
>>108242477
the GPU only paralelizes tasks that are on different regions of the screen, so bunching 100s of tiny triangles in a single pixel will clog that region
>>
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Somehow a melee weapon has turned into the best ranged weapon as long as explosives are involved. It's also the deepest weapon I've ever made with a melee, throw, drive in combo to boot, setups for faster attacks and potentially scaling the damage in multiple ways.
>>
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I just heard the news that California is forcing operating systems to have age verification.

I hope this bullshit doesn't leak out and I hope Linus Torvalds doesn't bend the knee.
>>
>>108258329
why, are you 12?
>>
>>108258266
>no ocean of brass
0/10 weapon
>>
>>108258518
True, it's hard to one up it, but at least juggling multiple spinning spears should be funny.
>>
>>108258329
>California
The right to bear arms should include nukes.
>>
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Bros, how do we get good at game design like the dude from Mewgenics/Binding of Isaac? That thing has such a solid design, it's like crack.
>>
>>108260020
Play lots of indie strategy games
They're pretty formulaic
>>
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height based colours on shader done, colours look sorta bad, I'll be doing daytime/nightime with gamma correction soon I'm sure things will look better

>>108255389
funnily enough that pic is using PBR, it looks much worse when using Phong or Blinn Phong. I'm writing like 5 different shaders at a time to account for different lighting models
>>
>>108260128
Yeah but what does this have to do with the dithering?
>>
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>>108260277
I just didnt feel like the mach banding in the pic I posted was that bad till you pointed it out, I was just posting a progress related to the terrain in the light model that I thought looked best. It looks much worse in the other light models like pic related, thats it
>>
>>108260303
That's because you have no dithering at all on this one. Does dithering depend on your shading model? Because it shouldn't. Don't you calculate every pixel as a float vector, convert it to 8-bit sRGB then add dithering?
>>
>>108260359
oops that doesn't make sense I meant "convert linear to sRGB, add dithering then convert to 8 bits"
>>
>>108260394
no im not doing all that yet, my shaders are simple as fuck like I said im still pre-gamma correction everything is in linear, next week I'll get to it and get better looking scenes with proper dither and colours
>>
>>108257214
That would make sense if it wasn't so obvious it only happens with newest generation ship models only. Pushing 4k classic ships over the sector map runs fine. See >>108254244
>>
>>108260359

you dont convert to sRGB while enlarging albeit added dithering?
>>
if you had the choice for someone who want to create a simple game and plan to handle at least one engine wich one would be the best professionally/comfy to use ?
i was thinking about godot because open source and played a little bit with it but wasn't convinced by the whole gdscript to learn
thank you for your answers :)
>>
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>>108260887
What do you mean by
>enlarging albeit added dithering?
In case you mean adding dithering before converting to sRGB then no because the scale of the dithering has to cover a fixed number of sRGB units regardless of brightness.

Pic rel is how I do it in OpenCL.
>>
faggot.
>>
>>108260020
Always remember to prioritize fun above all. Also presentation, his games tend to have great flavor text and entertaining art.
>>
What's the lowest end machine I should support?
>>
>>108262410
to be africa-certified, no more than 2GB RAM, OpenGL 1.2
>>
>>108262410
1000-series.
>>
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>>108262410
i5 6600
rtx 1060
8gb ram
windows 11
>>
>>108262410
if using opengl, opengl 3.3.
if using direct3d and need tessellation, d3d11 feature level 10_1. if don't need tessellation, d3d11 feature level 9_3.
three years ago i would've said keep win7 support, but now it's only 1% on statcounter so it doesn't matter anymore
>>
>>108262410
support for 4004 with no other support chips
>>
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Would you ship your libraries with your game (dynamically or statically linked) or expect your players to install them on their own?
>>
>>108263591
if i have to install dependencies myself, then ill uninstall, give a bad review, and request a refund
pack your shit or dont release at all
>>
>>108263591
30% of all linux gamers on steam are on steamdeck which means they don't know what a tar.gz file is.
and when I am on linux, unless you have an appimage, I will just download the windows zip and run it through wine / proton, and put a launcher on my desktop.
I would only bother with releasing a linux build if there was some sort of performance issue, the true linux experience would be to just tell linux users to build from source, they probably know how to program anyways.
>>
>>108262410
>What's the lowest end machine I should support?
For what?
>>
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shut up and write code
>>
>>108263591
have you never played a videogame before or are you just retarded
>>
>>108263887
I'm silent when I speak, because actions speak louder than words
>>
>>108264270
Everyone knows installing separate redistributables on windows is a common thing.
>>
>>108263591
If I was making a rage game, then that would've been a brilliant idea.
>>
>>108264741
You'd ship the SDL DLL on Windows though.
>>
>>108265895
No reason not to just compile SDL straight in.
>>
>>108266118
True, static linking can be difficult though sometimes. Not with SDL, but other libraries. Like in May I told the people who make Wasmtime that they broke static linking on Windows and they still haven't fixed it lmao.

Now that I think about it even with SDL it wasn't super straightforward, I had to add
#define HAVE_LIBC 1
in include/SDL_config_windows.h and change stuff in the vcxproj files. Static linking gets no love even though dynamic linking is retarded (for third party libraries).
>>
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Finally figured out how to generate terrain.
>>
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RANT WARNING
Is it just me or did Twitter (it will never be X) break again
I tried searching something (specifically: "Fallout1 lang:ja") and (when in the Latest section) instead of getting Japanese tweets about Fallout 1, I got a ton of results neither in Japanese or about Fallout 1. Instead, I get porn, politics posts (whether R or D), and e-thots. This happens for just about any search query too. I.E "ă‚ČăƒŒăƒ äœœ lang:ja" or whatever (I just wanted to see Japanese gamedevs post progress on twitter) breaks too.
Did Musk fuck up the site backend with his aislop again?
I'm so fucking tired of his bullshit, but I don't wanna move to Bluesky, as IMO that cesspit appears to be full of the same people who had already made Twitter bad BEFORE Elon pissed on the dumpster fire (and the same type of people who claim it only got bad when Elon took over, because they are too retarded to realize they are part of the problem)
>>
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>>108266736
Here's a live example of what I mean:
>>
>>108266745 (me ofc)
Also, forgot to add: obviously I don't know any of these randos that are "retweeting" in the results. I'm not following them, they're not following me, I know 0 of them. So there's another problem with the site I guess
>>
What do you got on the other 3 channels?
>>
Coding a game in C++ as a way to learn the language. Trying to make something you can play in the Windows terminal. If anyone knows some lightweight libraries that might help with basic shiet (like ncurses) Id appreciate being pointed in the right direction.

Copy pasted from worse game dev general
>>
>>108266736
I've noticed that the entire internet is completely fucked pretty much yeah
>>
>ask question
>thread falls to page 7
im a murderer
>>
>>108266736
big normie social media has terrible indexing by design, you're not meant to actually find things, just scroooooool
>>
>>108232795
Can anyone make tutorial in http://tululoo.com/
One enough for... A single gbc game. + Modern features, servers, p2p etc
>>
>>108268225
Ok I've made a tutorial for it
>>
>>108268246
Post here
>>
>>108268385
Why?
>>
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>>108267316
You can directly do graphics in the terminal without a library by printing special characters that set the cursor position. Unironically vibecode this part, it will be simpler than using a library.
>>
>>108268933
>Unironically vibecode
Unironically kill yourself, cancer.
>>
>>108268949
>a bloo bloo don't use AI it's gonna make my H-1B job redundant
Asking AI to shit out some basic functions when you don't know how to do it is based. No I will not read the API documentation, AI will shit out something that does the sneedul and I vill be happy.
>>
>>108268225
buy an ad, faggot. why would we make a tutorial for your pajeet project
kys
>>
>>108268933
>bit shift division
>in 2026
ok vibecoder lmao
>>
>>108269193
explain what's wrong in a way that makes it sound like a real problem
>>
>>108269219
how about you explain what's right about it instead
>>
>>108269224
Good habits die hard. There's literally no reason to not use bit shifts.
>>
>>108269193
the fact that this optimization has been automatically done by any compiler worth its salt for at least a quarter of a century, and that a couple of lines below you do a regular "/2" makes this code look like it's been written by a larping retard. might not be a problem for you.
>>
>>108269237
its not a good habit, you're obfuscating functionality to do an optimization the compiler does automatically
>>
>>108269240
It's crazy how much of the unhinged seething on /g/ when anyone posts code is just "I wouldn't have written it like that so fuck you and kys". Division isn't superior to bit shifts, nothing is lost when choosing shifts over division, there's no problem, it's an imaginary problem, just seething over someone writing things a way you wouldn't have.
>>
>>108269244
It's not obfuscation for me, it's how I've been writing things since 2005, mostly due to writing lots of fixed point arithmetic. Your argument is essentially "stop doing shifts, it confuses me". I don't care how much it makes /g/ seethe, this is not a real problem and nothing worth getting worked up about.
>>
>>108269247
>Division isn't superior to bit shifts
it is because it expresses intent explicitly. but even assuming this could make sense 40 years ago, you can't even apply your retardation consistently. just shit code. but I wouldn't expect any better from a vibecoder.
>>
>>108269259
I'm not confused, its just pointless
>>
>>108268967
>Asking AI to shit out some basic functions when you don't know how to do it is based.
Of course it looks "based" to mindless, brown animals like you, who don't want to learn how to do basic things. Maybe it's a good thing you don't learn anything because this ugly slop (>>108268933) isn't anything worth learning from.
>>
>>108269260
My code just werks (when it does). I have other shit to care about than pointless things like how consistent and pretty you think my code looks, such as all the things I want to create that I haven't done yet. Since you care so much about things that absolutely do not matter maybe the real problem is that you have foolish priorities.
>>
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>>108269269
I don't care and neither should you, I'm gonna keep posting screenshots of my code on /g/ and make you retards shit out paragraphs of seethe every time. Last time one of you retards seethed about the white background, another time it was the 8-space tab indentation lmao. Now it's shifts, of all things. Maybe next time it will be commenting style, some retards have very strong opinions about that.

Here, find something new to seethe about, amuse me.
>>
>>108269323
your compiler will do a better job than you at optimizing arthithmetic instructions
>>
>>108269334
No
>>
>>108269339
Yes, it knows more than you about it and your target architecture
>>
>>108269341
Midwit opinion and wrong
>>
>>108269345
That's not an opinion it's a fact
Are you gonna rewrite your dunning-kruger bitwise functions for each compile target? I don't think so
>>
>>108269323
>picrel
holy shit ahahaha
>>
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>>108269347
It's portable.

>>108269351
I have more. Feel free to come up with "problems".
>>
>>108269360
Casting floats to ints isn't portable
>>
>>108269360
nah anon, just keep that schizo spice flowing, lol
>>
>people get angry if you want to support old compiler versions with shitty optimizers
>>
>>108269385
Yes write brittle obfuscating code to support 30 year old compilers
>>
>>108269390
yes, and you should too
>>
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>>108269363
Imaginary problem

>>108269366
I have no idea how you'll find ths one lulzy but I'm sure you'll find a way

>>108269385
They might have a point that all compilers (including my first compiler, GCC 3) would optimise this, but I just thought about it and realised that I write shifts because I want the CPU to do shifts. Why would I write a division hoping it doesn't do a division? That's my own logic.
>>
i used bit shifts and __builtin_ctz to do an optimization the compiler wouldn't have done and theres nothing you can do about it!!!!!!!!!!!!!
>>
>>108269395
>Imaginary problem
Yes, just like you writing "optimized" functions for things compilers do automatically
>>
>>108269399
Keep in mind that most of the code I post was written in the 2010s for MSVC (back when it didn't even support C99 at all), so my expectations for what a compiler might do were extremely low. Even MSVC now refuses to autovectorise half of the stuff it should.
>>
>>108269398
Um bro, you're <stdbit.h>???
>>
>>108269395
are you and malloc schizo the same person? that would be epic.
>>
>>108269406
Compilered optmized these things before you were born
>>
>>108269407
there was a specific reason i used __builtin_ctz instead but i cant remember what it was
>>
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>>108269408
I have no idea who that is, but I did write my own malloc, and I guess it's kinda schizo.
>>
>>108269418
If your allocator is doing any form of traversal it's pretty bad but at least you tried
>>
>>108269323
>I'm gonna keep posting
Good. Saves everyone else the work of demonstrating how retarded """AI""" users actually are.
>>
>>108269425
Another case of an objection I can't care about. This is an allocator for a very restricted address space (like WebAssembly single linear memories, arena buffers or embedded RAMs with no virtual memory) so it's hard to do without looking for free spaces.

>>108269428
Everybody who isn't a nocoder is an AI user, why else do you think StackOverflow died so hard?
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>>108269458
You don't care that you wrote a replacement for malloc that is slower than malloc?
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>>108269464
Correct, because the priority isn't speed, the goal is doing things no other allocator does. Although it started because I didn't like how dlmalloc was shitting up my Wasm binaries with its stupid functions.
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>>108269486
>doing things no other allocator does.
like what?
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>>108269458
>mongoloids who copy broken code snippets from Indians on SO now copy them from """AI"""
Ok.

>I'm gonna keep posting
Good. Saves everyone else the work of demonstrating how retarded """AI""" users actually are.
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>>108269458
you don't get to call anyone nocoder with that goofy code. you would be laughed out of any real project.
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NGL nta but the way y'all are reacting to this fella is making vibecoding sound kinda based (more than it actually is though)
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@108269519
>When brownoids with zero impulse control and zero theory of mind attempt samefagging
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>>108269487
The picture is the hint. My allocator makes a table (in the heap) containing information about bufffers (start and end addresses, indices to the previous and next buffers in the table, creation and modification timestamps and more importantly the file, function and line number that the allocation comes from. So then I have a separate program that reads the memory, finds the buffers and visualises both the allocations and the actual data. I do this because seeing what you actually do in heap makes you see the stupid things you do with it, and also it can help you catch some bugs. Also having an allocator that actually reports problems (as opposed to failing silently) with plenty of detail in plain text is a nice thing to have.

>>108269498
I've been in real projects at industrial companies and nobody laughed, in fact I made a point to showcase my code (the same you guys find hilarious) in my CV which convinced the last company to hire me. So you have to wonder why people on /g/ are harsher judges than 50 year old embedded Cnile project managers at multinationals. I also sell my software to thousands of people online, been doing this for 17 years.

>>108269519
desu I don't even do it that much, just when I can't be bothered to read some manual. In such cases the AI might catch things you might overlook due to me not having in-depth knowledge of the API or standard. Like once I wrote a LEB128 decoder on my own and a year later I noticed a bug. So I asked Gemini to write a LEB128 decoder and it wrote almost exactly the same function as me but with an extra clause that prevented the bug I had. I'm sure the rest of the thread would say it's because I suck, but I'm not a LEB128 expert like AI is, and that's fine, I don't need to be, I just need the function.
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>>108269548
You can attach metadata to an allocator without your own shitty allocation scheme to go with it
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>>108269569
My allocator keeps all info in a compact table so I can copy the whole thing between processes for visualisation very quickly, no need to jump around in memory hundreds of thousands of times to find all the buffers, I just copy this one little buffer (pic rel) and then I copy the memory range I want to visualise (the coloured squares).

You guys shouldn't be scared of doing something kind of shitty, you can do something that's cool despite being in some ways shitty that works however you want.
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>>108269594
Just wrap regular malloc and store the metadata seperately
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>>108269610
You think in terms of solving a specific limited problem. I think in terms of controlling everything so I can make everything work the way I want it to work. If you think about it, the whole C library is a mere suggestion, you can do whatever you want. Speaking of which, do you want to see my libc implementation? lmao, I kept everything simple, it's just one header.
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>>108269649
Programming is about solving problems, yes
Nobody is impressed by your mental masturbation and you creating pointless things that do nothing of value
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>>108269656
They do things of value for me. Also I'm gonna make videos about all the funny stuff I wrote, so that gives my code another raison d'ĂȘtre. The whole world needs to enjoy my code, not just this thread that was formerly about game engine development before today's seethageddon. I'm currently finishing my video about how everyone is stupid except me for doing pixel math wrong.
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>>108269674
Congrats on being a programmer for 17 years and still having the mentality of a 12 year old
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>>108269680
>nooo stop having fun with code you should just solve problems and seethe at other people's code like me
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>>108269699
It's great that you're having fun but nobody else is really going to care when you're just fucking around doing easy stuff that is objectively useless
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>>108269708
>no don't do easy stuff
I do what I think I need or want, I already explained how I use what I do. Another example is that by having a libc implementation like this >>108269649 which you might dismiss as easy and pointless, I have much faster math and much lighter binaries due to avoiding the overkill AT&T implementations that literally everybody uses in all libc implementations.
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>>108269649
that's kinda cool anon, you got discord or some shit?
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>>108269753
No but almost all the code I posted is on Github
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>>108269323
Isn't most of that undefined behavior?
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>>108269801
Werks in my code. Tbh I now use the union approach because people always complain about pointer casting, but it works the same.



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