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File: twin peaks.jpg (897 KB, 2560x1440)
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Twin Peaks 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
Graphics 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: >>108310169
>>
Do NOT use malloc, it sucks and will cause stuttering.
>>
Just malloc several thousands objects each frame.
>>
File: cubular.png (698 KB, 1922x1080)
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698 KB PNG
trying to get tergain to work. Just had to screen shot this visual.

SVO Raymarched Voxels.
>>
File: linesUpdater.webm (1.02 MB, 854x480)
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malloc'd some noise into my outlines rendering.
>>
Just malloced my entire game engine and now my computer is on fire
>>
>>108348900
based frosch, here's a (you) kind stranger
>>
Just malloced and freed a whole frame to the screen.
>>
I mostly stopped developing the engine and just play my game now
>>
>>108349905
i just do this. never had any memory problems

void GameInit(game_state* State) {
u64 AllAvaliable;
# if defined(__linux__)
{
struct sysinfo Info;
Assert(sysinfo(&Info) == 0);
AllAvaliable = (Info.freeram * Info.mem_unit);
}
# else
{
MEMORYSTATUSEX Info = { .dwLength = sizeof(MEMORYSTATUSEX) };
Assert(GlobalMemoryStatusEx(&Info) != 0);
AllAvaliable = Info.ullAvailPhys;
}
# endif

State.MainMemory = malloc(AllAvaliable);
Assert(State.MainMemory);

// Initialization
// ...
}
>>
>>108344000
I tried the game (Tachyon Fire).
It's really impressive and mogs vast majority of agdg. It's like Devil Daggers on too much steroids.
Like I said earlier, it lacks visual clarity. The lighting makes everything blend together and lose the color variety that should help with telling what is going on at a glance.
A few minutes of non stop action from the start feels overwhelming. It's also impossible for me to tell if I'm making any progress since enemies keep spawning in without much structure. There's also no ramp up to learn individual enemies, nor get used to practical movement or the level layout because each little curve massively affects the flow due to inertia. I'm not controlling where I'm going, I basically hold shift and zoom to wherever it takes me with incomprehensible sources of momentum.
Inertia isn't well liked in arcade-y games for a reason.
>>
>>108350861
Forgot to mention, this game is not searchable through itch. Make sure it's listed.
>>
>>108316494
The buffer is destroyed and recreated as the entire chunk is remeshed. That’s what everybody does including Minecraft, although Minecraft deals in sub chunks. Meshing is not an expensive task.
>>
>have dream i fix a problem i had
>wake up and fix it
proof gods on my side
>>
File: mountain_diorama.png (619 KB, 1921x1080)
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SVO Raymarched Tergain.
>>
File: 1752952725161317.jpg (250 KB, 1600x1150)
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15th post for a racket game engine
>>
I have a graphic designer on payroll that isn't busy, I'm considering having her draw 2D game assets for my hobby engine(and I will release them for free because why not)
>>
>>108351740

Creative Commons with commercial use or CC0 please.
>>
This macro was a bit of a bastard for a novice like me
>>
>>108352258
w ai
>>
>>108352258
Here is example usage. It does what you expect

[include "util.scm"]
[import [chicken blob]]

#>
typedef struct C_Point {
int x;
int y;
} C_Point;
<#

[define-c-record C_Point [(int x) (int y)]]

[let [(p [make-C_Point 5 -9])]
[print [C_Point-x p]]
[print [C_Point-y p]]
[C_Point-x-set! p -22]
[C_Point-y-set! p 32]
[print [C_Point-x p]]
[print [C_Point-y p]]]


Keep in mind even though it uses record under the hood, the only record arg provided is a blob of memory.

See
 [define-record ,record-sym buffer] 


Pic related shows the other half of the macro.

>>108352272
Gemini to fix mistakes. Turn out it was largely unnecessary because there weren't many errors, the file just wasn't updating properly so I kept getting unbound variables. The macro was largely modeled after this example

https://wiki.call-cc.org/Wrapping%20simple%20c%20structs
>>
Also here is a config thing I did recently for emacs.
>>108347456



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