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There can be only one true API

/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.
>>
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>>108436047
>There can be only one true API
..and it's VULKAN
>>
>>108436079
Based. Vulkan chads stay winning.
>>
I’m afraid of Vulkan API
>>
so what is the point of this?
>>
>>108436532
we make game engines here
>>
>>108436950
i am making a game and using an engine
>>
>>108436079
It's a bit fiddlier than DX12 but it's worth it to not be bound to Microsoft's whims.
>>
>>108436079
And it's 9000 extensions?
>>
>>108437131
be quiet, dont talk about extensions, dont mention extensions
>>
>>108436079
do you have to rebuild a pipeline each time you want to render an object with a different shader than the ones already registered?
do you use shader reflection or something to build the pipeline automatically?
i did some vulkan a few months ago and eventually went back to opengl
>>
>>108437131
Just use what you need?
>OH MY GOD WHY ARE THERE LIKE 10 DIFFERENT DISHES ON THIS MENU I JUST WANT THE STEAK!
>>
>>108436969
without our work there would be no games
>>
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>>108437385
>>
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>>108438105
>average godot dev
>>
are unity devs allowed here
>>
so how do you make a game?
>>
>>108436993
There’s DXVK/Wine/Proton already.
>>
>>108438183
no, sorry.
>>
>>108438105
sad tqbh
>>
>>108437131
this is a good thing
>>
>>108438183
Yes
>>
>>108438189
you make an engine, then you make a game
>>
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which one of you is this?
>>
>>108439241
why is non standard things a good thing? good luck trying to get shit to work everywhere
>>
>>108439852
tranny using troonix. yup, all is as its always been
>>
>>108439852
What the fuck is up with all these troons on Linux?
They should call it Trannix
>>
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>>108439870
>>108439926
she's on windows you chud also stop samefagging
>>
>>108439949
Ok. Now explain the Tranime and dressing up just for a fucking stream
>>
>>108439862
you are retarded. go download unity
>>
>>108438183
I use unity and post here. these threads are more laid back than the ones on /vg/ and /v/
>>
>>108438105
This is what happens when you don't make your own engine.
>>
>>108436047
>There can be only one true API
yes, directx11 is immortal and everlasting
>>
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I have finally committed to making my own programming language.

Everything in life is so ugly and old and inefficient, the fact that my programming language is that way too makes me depressed, I can't take it anymore.
>>
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>>108438105
yes but how did you find that post in the first place?
>>
>>108437374
>do you have to rebuild a pipeline each time you want to render an object with a different shader than the ones already registered?
Yes you need to create a new pipeline for different combinations of shaders, there’s no dynamic shader state. Never ever create a pipeline inside the renderer loop, only bind. Your pipelines should be created on startup. The alternative to pipelines is using shader objects which bring things closer to opengl.
>>
>>108439949
>he cant even tell what a riced troonix looks like
>>
>>108442134
thats visual studio, no one is using visual studio on linux
>>
>>108442136
then explain why the paths are all linux paths
>>
>>108442138
she's sshd into a linux server for her gitea hosting
>>
>>108442156
oh "she" only uses linux "sometimes"
>>
is jai vaporware?
>>
yes
>>
>>108436532
>>108436969
/g/ needs to gatekeep harder, stupid faggots have gotten far too confident posting here.
>>
>>108438105
Now I'm not an evil cold hearted chud, but people like this are literally useless to everyone around them. This person is pinning it on their country (probably Russia) but any society that has this person is getting nothing out of it. Dead weight, a black hole for resources.
>>
theres only like 5 posts here that arent total garbage
>>
i have 5 posts here
>>
>>108442222
>only LE UTILITEE matters
>must be USEFOOOOOOOOO
>i want to live with le USEFO bamtu niggers and indians
>must be USEFOOOO for corpos and grow le GDP
hylic-tier jewish drivel
>>
>>108439992
ah yea i forgot everyone has to check in with you to do whatever the fuck they want, right nigger?
>>
>>108442214
>jai
So basically C but without the decades worth of examples, documentation, and tooling built around it?
>>
>>108438105
cute guy
>>
>>108442214
jai is fagware to be released in 2 weeks
>>
guys i cant stop binging anime to work on my engine, what do?
>>
>>108442253
I'll never understand the wave of "C killer" languages. Like, what? Best case scenario you're dropping C for something equivalent to C while throwing away 50 years worth of resources.
>>
>>108442248
I meant that on a purely societal basis.
I said nothing about politics, immigrants, refugees, money, corporations, or the economy.
People like that will be the first for liquidation because they only want, yet provide nothing.
>>
>>108442291
you just dont understand, we need *safe* code that not even a pajeet can cause memory leaks and buffer overflows. fuck 50 years of knowledge
>>
>>108442311
if your memory is leaking then your program has logical errors
a "memory safe" language doesn't make those logical errors go away
>>
>>108442311
There's nothing special about "50 years of knowledge" in C that doesn't transfer over to other languages
>>
>>108442324
but i need the compiler to coddle me and do all the hard work for me :(
>>
>>108442214
>>108442253
>>108442291
Why don't you retards just try it instead of seething about it?
>>108442311
You especially. Jai is the exact opposite of a "safe" language, by design.
>>
>>108442783
go to bed mr. blow
>>
>>108442220
you can't gatekeep a gate that is wide open and common to all
>>
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Anyone using AI for model generation here?

Im trying the new models and Im unironically blown away, its significantly better than what I saw 1 year ago when I tried it.
It can generate pretty fine details with good topo and also uv unwrapping too. ive made a few characters and props already in like an hour. I love the future bros.

AI texturing is still ass unless theres something I havent seen yet.
>>
>>108442783
>You especially
listen sweety, he said "c killers" and some c killers are all about saving the programmer from himself. we didnt specifically call out jai
>>
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don't foget the physically accurate crt shader
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>>108442929
>mandatory CRT shader that can't be disabled just to fuck with streamers and tubers
unfathomably based
>>
>>108442929
why are you content with basic ass specs, we need the same phosphor mask and fuzziness that comes with the phosphor being energized. not to mention the whole scanline vs blit of the monitor
>>
>>108436047
>pic
is he a dremora?
>>
>>108442951
only TVs looked like this, CRT computer monitors were just as clear as LCDs
>>
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>>108442986
>basic ass specs
Any proper CRT shader starts with a solid NTSC shader.
>>
>>108443003
thats true, but for that extra nostalgia, we need the shadow mask and phosphor persistence, preferably user defined with a list of common patterns and values. like staggered lines and triads and at least a simple persistence of something like I(t) = I_0 · exp(-t/T)
>>
>>108442832
>It can generate pretty fine details with good topo
you need to actually learn 3d because those meshes are a motherfucking atrocity.
>>
>>108443048
whats wrong with them
>>
>>108443003
define "ntsc shader"
every old game console produced different artifacts depending on their pixel clocks and encoder
artifacting was also heavily influenced by the quality of the decoder in the television itself
>>
>>108443067
that just means we need more variables the user can tune
>>
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>>108443067
It's about aesthetics, not accuracy, autismo-kun. It's like how VHS shaders look extra crusty even though your Disney movies you watched as a kid didn't look like a modern horror game.
>>
>>108443086
>not accuracy
But
>physically accurate
I see.
>>
>>108443050
>all those n-gons
>meshing features you would handle with textures
>absolute zero mesh efficiency or continuity
>good luck deforming that trash
it's so bad that you would be better off starting over completely than trying to fix all these problems by hand. the fact it doesnt look bad to you means you should probably stop generating bullshit and actually try to learn something.
>>
I'm gonna do it! I'm soooo gonna develop a game bros. You can just feel when the time is right, y'know?
>>
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>>108442929
>CRT shader
More like HRT shader, absolutely tranny-coded.
>>
>>108443107
this time to learn vulkan before i do anything
>>
>nobody:
>absolutely nobody:
>some guy with a legal shota fetish: TRANNIES!
>>
>>108443111
CRT stands for Chad Retro Tech. get it right
>>
>>108438183
no sorry you will actually make a game this thread is for people who just work on engines and never actually make anything
>>
>>108443097
this posts reads like "I learnt how to 3D model in 1997 and haven't done it since"
>>
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>>108442291
the "c killer" language has good tooling and usually has got good abstraction on top. for example this is how you do simd intersection check in odin. It wasn't hard to learn doing something in C is a massive pain in the ass even with tons of resources available. Most of these languages aren't c killer they just wanted something like c for gamedev but with modern features not something to replace C.
>>
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>>108443329
>odin
>>
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The spite game is coming along.
Here are a couple of test scenes.
Presentation will probably be among the last things developed. I did slap a Hilux texture onto the player instead of the rectangle I've been using.
>>
>>108443329
I was doing something in C and for odin it's just simpler to me because I don't have to deal with the different C versions, different compiler stuff, weird just idiosyncratic stuff. odin just removes lots of noise.
the "50 years of resources" people are acting like those resources are saying the same thing and are for one language, no one even likes the modern C stuff they are adding or uses it. Are they talking about C99? C11? C23?

To get an idea of the difference I had a basic vulkan engine I wrote in C and converted it to odin for fun and it's just much simpler and nicer and clear and I'm going to be sticking with it. just removes annoying bullshit and noise (and the code looks way better). no one cares about a "c killer" i just want to make a game with as little fucking about as possible. if i wanted to fuck about with retarded shit I'd just use an existing game engine.
>>
>>108443422
why would you be dealing with different versions of C?
>>
>>108443329
you know you can do the same in c just as easy, right?
>>
>>108443422
holy shit your fucking retarded and a samefag
>>
>>108443434
those "50 years of resources" are for different versions of C, which is what I was responding to.
>>
>>108443450
the differences between C versions are minute and irrelevant
>>
>>108443446
yeah I know I said so but its not easy to figure out.
>>
>>108443452
so you use c23 then?
>>
>>108443458
I don't use C at all because I'm not a fucking retard
>>
I'm working on a new programming language that I call Bukkake. It's like C but better.
>>
>>108443466
that name is going to make searching for tutorials really awkward
>>
>>108443457
not really, the only slightly annoying part is the shuffle indices
>>
C++ without Classes
>>
C is a hassle to use so im going to use C++ but not use any C++ features except like 2 and then say im writing in C
>>
>>108443485
A valid way to program. You get QoL stuff like namespaces that C doesn't provide and none of the usualy C++ overhead.

Of course, once you start using libraries you're going to be forced into using the types they depend on whether you want to or not.
>>
>>108443485
You convinced me. I'm replacing "class X {" with "struct X { private:"
>>
I don't want a "C killer language", I just want C to clean it's shit up. It won't though, so the only alternative is to hop from C killer to another hoping to find one that's ACTUALLY like C except cleaned up.
>>
>>108443521
why would you want a language like C? C is garbage
>>
>>108443521
Or you could just man up and use K&R like humans have been doing for hundreds of years.
>>
>>108443531
>C is garbage
Looks like you typoed "best language".
>>
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The patrician's choice.
>>
>>108443539
>why do you want to stop living in shit and vomit? just accept it, that's what a real man would do
Sorry I'm not indian so that is a culture shock to me.
>>
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>>108443550
>>
>>108443550
>windows programming in assembly
have fun interfacing with com objects lmao
>>
>>108443585
FASM has macros for that. Also if you're getting filtered by vtables then maybe you should just stick to gaydot.
>>
>>108443503
dont forget cool stuff like proper function overloads and template function
>>
>>108438105
gamedev is not for poor people. bro is learning the hard way.
>>
>>108443485
>C++ without [insert feature here]
always retarded. no reason to artificially limit your feature set. use what you want.
>>
>>108443550
x86 assembly has something like 1200 instructions, your handwritten assembly is not going to be faster than what a compiler with millions of manhours put into exploiting the entire instruction set for the best possible implementation of common programming structures and functions is able to generate
>>
As a solodev C is alright.
No need for templates and overloading, just document your code
>>
>>108443674
hilarious that you think "documenting your code" is somehow a replacement for generic programming
>>
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>>108443550
>>
>>108443651
>90% are ring 0 shit you will never touch
>90% of the remaining are specialized vector shit that you will never touch
go disassemble any program you want, you probably won't see more than a few dozen unique instructions
>>
how can i toggle fullscreen on glfw using luajit

please reply as if i were a girl
>>
>>108443710
make me a sandwich
>>
>>108443710
>luajeet
>>
>>108443679
If generics would be handy, e.g. 3d maths library, nobody stops you from using macros.
Nothing crazy or new
>>
>>108443710
tits or gtfo
>>
>>108443717
macros are a poor substitute for real generics
>>
>>108443674
if you are doing something on your own you know you can just use a language that has the features you want right?
>>
>>108443751
Still they're good enough. You should ask yourself some questions if your codebase is so dependent on generics, instead.
Again, these are not assumptions, there are modern C engines that you can consult.
>>108443760
Yeah, but it doesn't mean that using C is a retarded choice. Use what you want.
>>
>>108443830
>there are modern C engines
there really aren't
the bigger your project is the more you need good generic programming tools and with C you have shitty macros or you have to write your own codegen
>>
>>108443710
men arent girls, dont pretend
>>
>>108443710
this is actually a really difficult problem! I'm kind of an expert in this though, do you have a discord or something I can help you figure it out : )
>>
>>108443918
He didn't ask the thread to pretend he is a girl. He asked for an answer to be constructed such that it would be for a girl.
>>
>>108443866
In this way we return to the initial point, I don't know how big your project can get as a solodev.
>>
>>108443947
thats how youd respond to me if i said "hey im a girl programmer, can you help me" also youd say tits or gtfo
>>
>>108443991
Oh good point.
>>
>>108443202
nothing has changed. fundamentals are fundamental. that mesh will never be textured or animated. i know youre probably some dipshit teenager desperate to remove the friction of learning, but these generative meshes aren't going anywhere. i would now like to hear your defense of the generated mesh, tell me what has changed since 1997 that makes it acceptable.
>>
>>108438105
You just know its a gay animal porn game too
>>
how many build configurations do you have?
i got debug/release, debug/release for steam, release (instrument), release (pogo). all of them for x64 windows
>>
>>108445248
One, it builds the game and launches the exe.
>>
>>108445248
build to windows and build to linux
they dont work yet tho
>>
>>108445248
debug (when shit goes wrong)
devving (faster builds than release, optimized almost like release, and live reload)
release
release makefile for linux
>>
>>108445248
1, I think its defaulting to debug but not sure, its just whatever the cmake default is
>>
>tfw iterating on the first version of my game but I've only been working on the backend logic so nothing even renders to the screen yet and i have nothing to show for it
>>
>>108445687
mood
>>
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>>108443048
werks on my machine. cope and seethe.
>>
>>108446181
Is this your engine?
>>
>>108446181
now show them moving around, let's see who is actually coping.
>>
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>>108446215
ye
>>108446647
i suck at animating so the anims look crap, but they do work.
>>
>>108444876
>tell me what has changed since 1997 that makes it acceptable.
graphics cards can push enough polygons that you don't have "textured details" anymore and qauds are easily subdivided into triangles
that generated mesh looks fike a modern video game mesh
>>
>>108446772
i said nothing of poly count. the polys are not uniform and the edges do not follow the flow of the model. this will guarentee problems with texturing and animation. modern gpus being able to push bad geometery is irrelevant. i could redline exactly what is wrong with this mesh, but it would be a waste of time and energy because you faggots arent going to listen anyway. if you truly find this acceptable, good luck in your future endeavors.
>>
>>108446686
the anims look like crap because you have terrible geometry. i love that you posted another still image.
>>
>>108446880
textured details is a polygon saving technique
we can see it and it looks fine >>108446686
>>
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To ANYONE out there (mainly "professional advice givers" on the internet, also known as snake oil salesman, also known as YouTubers) who parasocially tells me and OTHER PEOPLE like me to "make small games, don't make your dream game":
FUCK. OFF.
I'd rather make the game that *I* want to make than the game that you want me to make. You are not entitled to my skills. I am not your personal small-game-developing slave. I WILL make a game from scratch that *I* want to make, and you will NOT object to it.
It's my right as an INDEPENDENT (the whole thing that "indie" stands for) game developer.
>>
>>108445248
asan+ubsan debug, release hardened, plain debug (disabled), release (disabled).
I always create debug info. BUT on msvc it's a bit annoying. If you enable /DEBUG it will affect optimizations, mainly the size is affected, so I turn on /OPT:REF, which will not affect debug / profiling info but makes the binary a lot smaller. /OPT:ICF will degrade debug info.
I use llvm-mingw which is msys clang (msys needed for vcpkg). It builds faster + has color diagnostics. I still keep msvc around for debugging iterators (it's slow but catches invalidation that asan can't). So I have like 2x more targets (+wasm)...
Profiling does not need special flags unless you intend on shipping without debug info (MSVC has /PDBSTRIPPED if you want to remove the file/line info + debugger variables AKA only the function name BUT I think you still need /DEBUG, on llvm-mingw it will just work with msvc tools like xperf/intel vtune, but the functions will be mangled, maybe).
gcc mingw uses gprof which needs a -pg option, but I think it's just a really old way of profiling.
For hardening: /guard:cf or /CETCOMPAT just works. clang CFI requires a lot of work (for example, all dlopen/ProcAddress functions are bad) cfi will check if function pointers are valid, unlike the rest, You can disable cfi-icall but you lose protection.
llvm-mingw defaults ALSR off (for addr2line?) so I add link: -Wl,--dynamicbase,--high-entropy-va,--nxcompat,--large-address-aware
(not sure if I need nx/laa?)
llvm-mingw could make PDB files: -gcodeview + link: -Xlinker --strip-debug -Wl,--pdb=
(I strip dwarf to avoid confusing mingw debuggers, this works with -g0/release if you only want functions but no debug info).
MSVC C++ could use _MSVC_STL_HARDENING, llvm-mingw has _LIBCPP_HARDENING_MODE.
Also want to enable ubsan on a release build. But it there is no way to send ubsan events without crashing(Trap)... and ubsan has false positives.
There is more on linux. But unless you are running servers, it doesn't matter.
>>
>>108446890
keep seething luddite.

you _will_ be replaced by AI.

its just a matter of time.
>>
>>108447114
>doublespacing
>_
NTA but I small markdown
You copypasted this from a chatbot didn't you
>>
>>108446686
Looks nice, what are you using for this?
>>
>>108446686
>terrorist
>FBI
huh?
>>
When people here say "engine", do you mean like reusable parts and algorithms that someone else could reuse to make a different game or game engines for a single game?
>>
>>108447225
>it was an inside job
>>
It covers both. There's no good term for a specialized game engine, because you can't say it's just a "game" since that describes what you make with a general purpose game engine too.
However since most people here don't make games it's heavily biased towards the former.
>>
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Best way to measure performance, especially of individual functions and sections? Tracy?
>>108446978
The "make small games" is shit advice anyway unless your dream game was "first person survival MMO with persistent universe and fully dynamic economy" or along those lines. The main resource for indie devs is motivation, nothing else. You'll run out of motivation and abandon the idea faster making a boring 2D platformer than you will working on a bigger project you actually care for.
>>
>>108447274
Meant for
>>108447231
>>
>>108446978
most complex dream game can often be broken down into smaller games.
so you make small games with the intention of reusing code/ or adding features towards your future dream game.
>>
>>108446978
I agree with you on principle but even dwarf fortress started out as something way smaller in scope
>>
>make small games (plural)
Shit advice.
>make a small game first
Good advice.

Making all the components of a game (controls, music, audio, animations, title screen, levels, objective and win condition, balance, polish...) gives you lots of very valuable experience, and makes you feel more confident since you know for a fact that you can make a game. It can be a very small arcade/phone game, but it should ideally be a semi-real game, not just a quick half assed buggy mess v0.0.2 throwaway to "get it over with", that defeats the point.
>>
Everyone who says "make small games" doesn't actually make small games
>>
>>108447574
Exactly.
They're trying to distract their would-be competition.
>>
>>108447633
No it seems like good advice on paper because it gives you a breadth of experience and makes you look productive, but it's like working out with light weights, you don't improve yourself by doing easy things
>>
>>108447096
*to add:
>But it there is no way to send ubsan events without crashing(Trap)
I should note that __sanitizer_set_report_path is very useful and that's what I use right now. You can't trust that the terminal is readable / open with a GUI application. But that wont report itself... (like bugsplat or sentry).
>llvm-mingw could make PDB files, this works with -g0/release if you only want functions but no debug info
This is my one issue with llvm-mingw. You can't make it generate 2 PDB files. It will only make one, and if you rebuild the debug info wont have a matching hash with the binary, debuggers will let you ignore it, but it's inconvenient. The worst part is that pdbcopy won't understand the pdb file, you can't strip the file after. llvm-mingw's pdb will let you use msvc debuggers without mangling or any noticeable issue (but THIS MIGHT BE WRONG but I think llvm-mingw wont let me inspect as many optimized variables in lldb, compared to msvc, but it also has a pdb file that is significantly larger... also it turns out there is a undocumented compressed pdb option that was added in 2024 called MSFZ... but I bet I can't print a stack trace without adding a DLL...).
So... if you don't want to release full debug info, but you want to give a tiny bit of debug info + keep FULL debug info for analyzing core dumps, stick to msvc. But core dumps are so complicated that it's not worth it. But you generally still need pdb files for tools like bugsplat or sentry...
On clang/gcc by the way (including mingw), no debug info = store functions, so functions are always stored unless you strip with -Wl,-s or -Xlinker --strip-debug.
MSVC wont store function info on a Release build, so it's really useless to debug, you can't see anything, even though adding debug info wont affect performance (/OPT:ICF might, but profiling is broken now...)
*Also xperf won't "just work" with llvm-mingw (unless you generate pdb files). Intel Vtune does work with mingw.
>>
>>108447637
Making a small game is good advice ESPECIALLY for enginedevs. You'll end up redoing everything multiple times because of the demoralization when you're making good progress but then hit a wall with this thing that you have 0 knowledge or experience with, and hadn't made any plan for integrating with the rest of the code. It's also demoralizing to work on your dream game when it has no audio or visual effects or proper UI since you have no idea how they work so you're putting off having to deal with them.
>>
what are some stylized games, movies, and animations I can use as inspiration for my stylized render pipeline I'm creating in Unity?
i've done so far:
>oil paint, monet + van goh
>obrah dinn
>comic book + graphic novel
>moebius
>anime style
>newspaper comic
>sumi-e japanese paintings
just general styles, i guess. right now im reworking unity's pre-included terrain stuff and shaders. need to allow more grass + bushes + trees.
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>descriptor sets
So annoying ....

>>108436047
>previous thread
>>
How do I start making models? Character models.
>>
>>108448440
make your own modeling software first
>>
>>108448607
BASED
>>
I’ve been desperately stuck
It’s like my player refuses to just slide down surfaces
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>>108449760
@claude review
>>
no category theory? no game
>>
i just released my videogame with 0 category theory :D
>>
I remember when you could get away with just smooth manifold topology to make video games...
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I don't know if this is just a weird issue with vscodium or something.
In all of my .h files, these lines show up under files that aren't directly being used in that header file, even if they are being used in a .cpp file.
The ones that aren't highlighted as an issue are ones with a type definition right in the header itself.

Everything still compiles fine, and I even used touch on all of the source files so it would fully recompile. It works without error. It's just in vscodium that this happens.
>>
why dont you just put the include in the .cpp
>>
>>108449831
I used to like smooth manifolds but lately I've been into hairy manifolds, maybe I'm getting old
>>
>>108449762
Ugh. Figures
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>>108449800
how would you even make such game?
>>
>>108449865
aren't you supposed to put the includes in the header file?
I know it can work the other way too, but It always seemed like the proper way to do it to have them in the same place you put declarations without code.
>>
>>108449865
its cause they arent being used in the header file... if you put them in the .cpp it will go away
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>>108449993
dont include things in headers if you dont need to
youre slowing down compilation and creating dependencies for no reason
>>
>>108449999
yeah, no shit. Maybe I didn't imply this enough, but this is a very new issue. It wasn't happening last time I tried opening up my editor. I haven't even updated in that time.
>>108450024
All of these headers are there because I need them for something or another. If I wasn't using them, I wouldn't ask why the editor is barking at me for including useless headers.
Compiling it gives no errors, or even warnings. It's just an issue with vscodium.
>>
what do you guys use to make game assets? Mostly interested in how isometric sprites/models are done. Feels like everything is trash the most intuitive art software I used so far has been the ps4 dreams one....
>>
>>108450377
old iso 2D games typically had prerendered sprites
an art style I'd recommend for indies because it's very easy to get good looking results
>>
>>108436047
did the chinks turn lenin's corpse into a robot?
>>
>>108450377
Houdini. I'm a programmer so Houdini is the closest to programming but for assets.
>>
Oops meant to post here instead of the daily programming. My simple rts learning project in sdl3 and C.
>>
>>108450058
>these headers are there because I need them for something or another
so put the include in the place they are actually needed (the .cpp)
dont include things in headers if you dont need to
youre slowing down compilation and creating dependencies for no reason
>>
>>108436047
is raknet still good for multiplayer networking or should i make my own network library
>>
>>108453250
Finally, somebody who uses a serious language.
Good job
>>
>>108453840
>Good job
I'm getting torn up in the other thread for not being bare metal enough. Lol. I love it though.
>>
>>108453369
If you get filtered by the transmission of data you have no chance at actually figuring out how to solve the hard problems networking encounters.
GameNetworkingSockets is a BSD license version of the SteamWorks networking API, you should use if you want peer to peer and if you end up releasing on steam (steam is useful because it should tunnel p2p connections, so IP addresses are hidden, so I can't use wireshark and iknowwhatyoudownload look up your porn collection).
But that doesn't actually solve anything, it's not too different than using plain old C api for making a TCP connection. I bet a free AI could write a working chat server using the C api, maybe it might even get it working with playable characters and some gameplay.
If you are considering TCP (not so great for handling packet drops), you could even go with websocket if you want to use emscripten and all your libraries work (BUT webgl / webgpu / etc really suck in a multiple unfixable ways, people will prefer a native build, and supporting both native and web is very painful, and you probably need mobile touch support if you care about the gen alpha marketshare...).
>>
>>108448607
Yeah I dunno what I was expecting
>>
I want to get an idea about my CPU cache usage in my game engine. What’s the best tool for this on Windows?
>>
>>108446978
make shitty games so you get good at making shitty games!
>>
>>108453914
kek, just kidding
for blender I recommend:
https://www.youtube.com/@grabbitt
https://www.youtube.com/@JoeyCarlino
https://www.youtube.com/@StarkCraftsYT
start doing simple models first, blender has lots of stuff and without practice you won't escape tutorial hell
look for references like picrel
try different styles and stick with what you are capable
>>
>>108453914
would be interesting to actually see someone do it like caveman-tier shit
>>
tomorrow is gonna be a good day for graphics programming I can feel it
>>
i'm too tired to work on my game
>>
Recommend me an existing visual novel engine/framework and it better not be Ren'Py.

I plan on adding animations to it so I need something that knows how to compress while retaining the quality. Especially something that can use webms and webps.
>>
>>108455810
unity
>>
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my nvme drive just died and I lost 4 years of work
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>>108456999
You have no one to blame but yourself
>>
>>108456999
google github
>>
>>108456999
the controller probably died.
the nand is probably fine.
there are probably error codes or a way to check if that's the case. Like I assume that if the drive is not recognized as a SSD, I would expect that's the controllers fault.
I feel like... a controller has a lot of fault points, one broken crack in the silicon and it's over. but a Nand is designed to be fault tolerant.
>>
>>108456999
What were you working on for 4 years? I meam what kind of engine are you making?
>>
>>108457179
4 years isn't really that long, especially if you're employed and gamedev is just a hobby.
>>
I just re-learned the value of new and delete after trying to put a nearly 9 million byte array on stack memory.
fun stuff.
>>
>using new and delete in 2026
>>
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Per-Object AO using spheres. Most objects are pretty sphere-like or can be modeled with spheres so it looks ok enough. to me its better than blurry or expensive SSAO bullshit, and you have artistic control over what has AO and what doesn't.

Tiled shading to speed up the AO calculations themselves, I set the upper limit for occluding spheres at around 2k so each tile has 64 uints as a bitmask. Thanks to the anon who suggested this, it makes up for a lot of the scene not having shadows except for the sun and possibly a point light.

https://iquilezles.org/articles/sphereao



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