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File: game dev rp.png (202 KB, 880x853)
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If it works, it works 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
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Previous: >>108586519
>>
I've improved my custom memory allocator performance by 30% by removing a subtraction

Turns out CPUs have specialized multiply-add on hardware which fits perfectly with pointer arithmetic
>>
beans
>>
>>108641005
I'm shelving my game engine for now, I have Claude, I have Unity, I'm gonna vibe code some slop for the piggies.
>>
>>108641005
I'm shelving my vibe slop for now, I have a 3 digit IQ, I have Visual Studio, I'm going to make refined games for supreme gentlemen.
>>
>>108641115
Care to elaborate?
>>
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>does this game include ai-generated content?
>"no"
>>
>>108643499
no, its ai constructed content. checkmate
>>
>>108643499
It's not really worth denying the fact that you used AI. Nobody who buys video games actually cares except maybe the 12 "people" that bought Condord. If anything, if your game becomes even moderately successful the drama from a bunch of no-game troons having a meltie on pedosky will only serve as free marketing.
>>
>>108643652
>Nobody who buys video games actually cares
this isnt true
>>
>>108643660
Deranged freaks on twitter don't actually buy or even play video games.
>>
>xir gaem doesn't even have an attratc mode
ngmi
>>
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Fightingfrogs
>>
>>108643660
Arc Raiders had a tonne of AI. A couple of trannies complained on the forums at the start and that was it.
>>
>>108643660
Name one (1) game that was going to make it but then failed on account of having used AI.
>>
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>m-muh ai
>m-muh markets
you retards need to get yourselves into the mindsets of based indie gamedevs from the c64 and msx era
>>
>>108644615
Boomers had it so much better in the days when you could just program for one specific machine.
>>
>>108644140
I thought it only had AI voices
>>
>>108644703
you can still do that, it's called using a game engine set to compatibility mode
>>
>>108644799
he means when you did stuff by poking hardware registers
>>
>>108644807
that's no different from just using whatever api the game engine provides
you don't have to worry about differences in hardware in an engine like unity unless you're actively trying to adjust the visuals based on hardware levels or form factor or something, just target the lowest common denominator and do a maximum compatibility build
>>
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>so what level design tools do you use?
>oh, I, uhhh.... you know, got a custom in-house toolchain...
>>
>>108644902
kek I made a dungeon crawler like that back in the flash days
>>
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>>108641005
Progress. Convex solids. Unlike solid lines, convex solids will keep pushing you every frame. When you're cornered by them, the game will shrink you automatically, making it a bit more difficult to get inside geometry.
>>
>>108645192
10 seconds of watching that gave me a boredom-induced migraine thanks a lot
>>
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>>108645192
Another thing. The first level is going to take place inside a computer! Do you guys have any cool ideas for components and stuff I could feature in it? This is the technology board after all.

Do you have any good references for drawing machinery in general? Most levels will take place in them.
>>
>>108645203
lol, I think it's relaxing, I never get tired of the zooming out/in camera. It used to give me a migraine from snapping all over the place.
>>
>>108645219
Is he actually scaling down or is it just a graphical effect
>>
>>108645192
uh yeah that's sick, reminds me of like super mario 64 and braid
>>
>>108645219
>Most levels will take place in [machinery]
Your game will be rejected by autists who are angry that the machinery isn't a fully simulated circuit system, and it will also be rejected by normalfags who'll get bored of the aesthetic

Just a possibility
>>
>>108645253
what a retarded post
>>
>>108645236
The scaling inside the layers is "real" in that the geometry is changing. The scaling between the layers is a bit of an illusion. Internally, all layers are the same size, it's just that some are under a scaled down matrix.

>>108645247
Thanks. I was a bit inspired by mario 64's collision system in particular.
>>
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>>108643660
My assertion with AI in games is much like Unity asset slop made from Synty assets, the problem is being having your verisimilitude popped, the problem is if your assets remind people of AI.
>>
>>108644902
Woah, pre-internet ascii art...
>>
It's amazing that TikTok seems to be the only platform where a new content creator can even have their posts show up in the algorithm, Youtube and Instagram don't give any impressions. In fact it seems most platforms are completely hostile to new creators, even Itch.
>>
>>108645326
I get recommended videos with no views on Youtube all the time including from gamedevs
>>
>>108645338
Again, I get 0 impressions on Instagram or Youtube. I get impressions and engagement on Tiktok but only if I post my videos from my phone. The entire ecosystem is fucked.
>>
>>108644902
Basically how all background maps worked through the 16-bit era
>>
>>108645363
people made map editors
>>
>>108645366
Which just shit out big arrays of byte ids
>>
After I finish my game I'm so tempted to make a streamlined 2D game engine designed for scale. Unity is so bad at scale if you're trying to do more than a dozen interactable enemies on screen. All the default Unity behavior is terrible for performance thrashing, it's even faster to just throw your pool objects into the 9999,9999 void instead of deactivating them.
>>
>>108645326
It's not that amazing if you think about it. YouTube prefers 20 - 40 minute uninformative videos because they can run 3 - 4 ads once they have somebody watching, and the videos usually have lots of filler which drives user engagement to press the fast forward button which then triggers another ad to play. TikTok still hasn't IPOed so they haven't gone full enshittification yet, you still have time.
>>
What's the point of learning Vulkan if building your own game engine is pointless?
>>
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>>108645850
there is none... it's all pointless...
>>
>>108645850
>if building your own game engine is pointless
It isn't. Now what?
>>
>>108644902
why do i see a pair of boobs in this?
>>
>>108646007
all msx games had boobs in them

it was a better time
>>
>>108646026
so true, we need more boobs in games. at least the based eastern devs are still providing them and in better and better fashion
>>
>>108646026
>>108646112
Uggh, you misogynists are really giving me the ick right now.
>>
>>108646135
half of all western women under the age of 30 have or had an onlyfans
>>
>>108646211
Exactly. Women already have enough competition against other women without men and AI creating even more porn to compete with them.
>>
>>108646135
>>108646249
I do not care about the "problems" faced by women, just as women do not care at all for the problems faced by men.
>>
>>108646135
excuse me, women can appreciate tasteful boobs
>>
I think I'm just gonna use godot
>>
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>>108646310
your complimentary estrogen, m'lady
>>
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>>108646367
what engine am I supposed to use if I don't want to be a disappointment to my children
>>
>>108645850
In my experience it's only ever brown people who advocate for not knowing how things work and just using off the shelf solutions
>>
filtered by 3 vulkan tutorials and an sdl-gpu tutorial. the common denominator? fucking cmake. sdl-shadercross wanted me to install the lunar vulkan sdk (5gb) for a single dll. wtf man
>>
>>108646564
>cmake
? are you planning on open sourcing your project? are you planning on building it on multiple machines? if not, then just make a fucking bat script or some shit

or just work through the fucking cmake tutorial on their website, that has everything you need to know unless you're planning on making fucking enterprise software
>>
>>108646722
Unironically vibecode the cmake, submodules, automated nightly builds, all that bullshit. Claude loves doing that annoying trash and is good at it.
>>
>>108645850
To become a true chad developer and not a pussy that hails Godot or some other shit
>>
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I invented wamons
>>
>>108643745
Sounds like toads that can battle
>>
is it reasonable to build something in C or should I spsnd a couple weeks learning C++ before getting deep into development
>>
>>108646950
Is that Bocchi the Rock Nice
>>
>>108647200
You are a pedophile.
>>
>>108647278
Fygoon chill lol
>>
>>108647290
>Fygoon
Please don't tell me that autistic freak is in here too.
>>
>>108647151
just learn as you go
>>
>>108647151
Depends what you're using. For example with the Direct3D API, although it has a C binding, it was clearly designed for C++ because the C functions are obnoxiously verbose compared to C++ methods (aka member functions). But that's like a 15 minute lesson, it doesn't use other C++ features, the style is like C with classes (but no inheritance).
>>
>>108643499
lies always catch up to you
now when you get caught, your reputation will not just be a solo dev who used ai for some things (some people care, most people don't), you will be known as a liar
just own up to it
and don't do that weird song and dance of "we used ai but we put soooo much work into it it's not slop please believe us!"
>>
>>108647650
>reputation
>not releasing all you games under a different alias
ngmi
>>
>>108647425
I started working my project in C++ with the learn cpp website open on the other monitor when I need to learn something
>>
>>108647861
you're doing it wrong then, any llm is a learncpp website on steroids
>>
>the quick change turned into a week-long refactor
>again
>>
>>108647957
Which one was it this time?
>>
>>108647887
I'm a luddite
>>
any code models that can reasonably be run locally?
>>
>>108648004
I was just going to fix an attachment bug, now I am working on adding optional and exclusionary components to queries on top of the inclusive ones I have now.

Right now I define a query only by what components and tags an archetype must have, but optionals would be very useful, as would exclusionary.
>>
How did dithering in PS1 work? Every article I come across about dithering is a post process on a true color image. That doesn't help since the idea was to have the framebuffer in 16 bits to begin with to save memory. Sure, the textures could be made 16 bit before runtime, but how do you deal with shadows and lighting, and other stuff that needs to be dithered in runtime? A post process on the final buffer doesn't really work since it will mess up edges.
>>
>>108641005
I was using stride the other day and set up a basic first person controller capsule but the scene wouldn't run for some reason. It turned out I deleted a camera controller and the engine was crashing because of that. Has anyone used stride and got the impression that it's super buggy?
>>
>>108648118
There are many ways to approach it depending on your workflow, tooling and final goal
>>
>>108648118
Dithering on the PS1 is done directly during triangle rasterization. It's a simple on/off switch that can be set using a GPU command.
>A post process on the final buffer doesn't really work since it will mess up edges.
Wouldn't the end result be the same? Unless you're dealing with anti-aliasing or transparency, that is.
>>
>>108647002
Last time I checked, they had no such thing on Gamestop, so it's not some oversaturated genre.
>>
I'm gonna start by making the game logic and then build the engine as the need arises as a way to view and interact with the game logic
>>
>>108648118
>Every article I come across about dithering is a post process on a true color image.
It's not, it also shouldn't be. You dither as the last step in the fragment shader before writing to the framebuffer. PS1 did it on hardware with gourad shading and texture mapping, this is easy to emulate.
https://gist.github.com/ruby0x1/a8c80896807632b4226a7c8a595d3bf8
>>
>>108646389
The one you programmed
>>
I only have an hour available for engine dev per day
>>
all these broke neet "vibe coders" are going to be mad when the free models all get paywalled
>>
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>>108650525
I'll just vibe with a local model running on an RPi Zero
>>
>>108650525
most of them are paying for it free models are terrible.
>>
>>108650653
Nah, free models can be fine. You can also just use intellisense
>>
>>108648352
>Wouldn't the end result be the same? Unless you're dealing with anti-aliasing or transparency, that is.
post process gives moving objects a screen door effect and there is no other option, with per object dithering you have choices
>>
you people are retarded there is nothing that the ps1 did that you can't recreate in a modern shader
>>
>>108650653
I don't pay, the free models are usually good enough
>>
>>108650947
so what do you use?
>>
>>108645253
>and it will also be rejected by normalfags who'll get bored of the aesthetic
Just make the scaling go all the way to electrons and experience quantum effect so that normies will pog.
>>
>>108650658
>>108650947
Even Claude Opus 4.7 on high/very high effort in Claude Code fucks up simple things all the time, how the hell do you guys make do with free models?
>>
>>108650666
>with per object dithering you have choices
The PS1 doesn't have "choices". It's just a simple ordered dithering effect. Doing it in post gives the same exact result (barring transparency). If you don't like that approach, then do it in a fragment shader. It's not that hard.
>>
a video game where you have an ai companion but it's constantly hallucinating and giving you wrong advice and lectures you when you're racist against the aliens that are trying to kill you
>>
writing config file parsers are such a fucking chore
>support nested sections
>support escaped strings
>support arrays
>support default values, and allowable ranges
>include error handling
might as well write a fucking compiler while im at it
>>
I wake up, I eat my beans, I drink my vodka, then I spend 18 hours working on my game, I go to sleep, I do it again
I've lived like this for 5 years
>>
>>108652246
wow you must have completed a lot of games
>>
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>>108652275
>>
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>>108646564
>>108646722
>>108646778
cmake bros?? i don't feel so good...
>>
Point & Click Rail Shooter
>>
A game where you mind control the enemy monsters that are insanely overpowered and your goal is to take retarded decisions as the "AI" to let the MC win.
>>
>>108652246
You must have got a shitton of work done, show your game
>>
Can I AI generate voices that sound like the crappy VAs from a late 90s Sega arcade game?
>>
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>>108652657
>>
>>108652689
is that irl video for the character?
>>
>>108652689
Is that running on an actual PS1. I wager it's also not yours, am I right.
>>
>>108652752
As an expert on retro console graphics artifacts, I can definitively state that is from the Sega Saturn, not the PSX.
>>
>>108652509
I actually kinda like the zig build system. Is that crazy? It's a really nice way to ensure you have exactly the version of the dependency you want and you can easily statically link so you don't have to ship object files/dlls. Maybe I'm a zigger now.
>>
I use a makefile
>>
msbuild bros... we won by doing nothing
>>
>>108645192
Oh, CLOCK! How silly of me...
>>
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Added a nifty translucent debug/settings overlay. Will add more to it soon. Toggle with ` key. Also extraction from CD image is integrated now, if no game data is detected it will ask for an image to get it from and do it all within the application. No other software or dosbox installer needed.
>>
Khronos has a game engine tutorial nested inside their Vulkan tutorial. You literally have no excuse now.
>>
>>108653397
Microsoft has an entire DX12 game engine available on their github, MIT licensed.
>>
>>108653445
Yeah but dx12 sucks because it doesn’t have unified image layouts and BDA. Until then I won’t touch it with a ten foot pole.
>>
>>108653457
Take your meds and stop parroting things you don't understand.
>>
>The graphics API used by every AAA game isn't good enough for me
>>
>>108653562
you dont understand thing thing implemented in software in a graphics api is a gamechanger
>>
If p:canAttack() then
local pDmg = math.max(1, p.ATK - m.DEF)

m.HP = math.max(0, m.HP - pDmg)

if m.HP == 0 then
m.Alive = false
end

p.LastAttack = os.time()
emit(p, m, pDmg)
end

-- death check reads the canonical flag
if not m.Alive then
-- process death
return
end
>>
>>108651135
we're not using 20 agentic workflows simultanously to produce some CRUD gargabe for corporate. A lot of use the LLM as a glorified stack overflow thats it
>>
a skateboarding jrpg
>>
>>108645192
>>108645219
just to let you know I really love the TTYD look of this, keep the good stuff going anon
>>
I will now upgrade my DX11 engine to DX12
>>
>>108653787
Tony Hawk's Mystic Quest would've been a billion dollar banger in 1999
>>
anthony hawg's magical adventure
>>
>>108653883
bravo
>>
>>108653787
awful idea, the whole point of a skateboarding game is the skateboarding, you can't make a turn based skateboarding fun
>>
>>108655044
>jrpg
>turn based
You haven't played a JPRG in at least 25 years.
>>
do you need a physics engine for the game or is it enough to have a collision library and hard code everytihng?
>>
>>108655354
Do you mean a generalized physics engine like Havok? No, you absolutely do not need a generalized physics engine.

Just write the damn program to do what you want it to do. That's it. If you need a box to fall down some stairs, add what's needed for that.
>>
>>108655354
most modern game engines check for overlapping pixels on the gpu
>>
>>108655376
lol, not in your life
>>
When you pass the array of Extension, Layer, etc. name to Instance, Device, etc. creation, can I free them after a VK_SUCCESS? Every tutorial uses C++ std::vector, and I have no idea when these little shits free their memory.
>>
>>108653562
Every AAA game uses winslop too. Doesn't mean it's not garbage.
>>
>>108655669
Go try to make a 3d game that just works on every linux configuration and then come back and report on how garbage Windows is.
>>
>>108655655
yes. once a vulkan function returns, it's done with using any plain C structures that were given as arguments and you can immediately free them. it's not so clear in case of vulkan api objects (those made with vkCreate*), sometimes you need to make sure that one outlives another. there's a big section near the start of the spec that deals with object lifetimes IIRC
>>
>>108655610
not him but are you saying a hobbyist would never be able to implment such a shader?
>>
>>108655888
GPU collision detection has to be done in compute and I've never seen a "hobbyist" even fuck with compute shaders.
>>
I did some more work on my game logic and learned about lambdas and move semantics in C++
>>
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3.3 MB MP4
>>108656236
Can I be the first? I'm new to it but I've been trying to figure out some kind of real time collision for fractals and >>108655376 actually might be exactly what I'm looking for if I want to do something more complex than menger fractals
>>
>>108655376
No.
>>108656554
Just use SDF collision since you can easily get an SDF representation of your fractals. Wtf are you even talking about "check the overlapping pixels", that doesn't even make sense in 3 dimensions
>>
>>108656613
I never said I was smart. But thanks, I will try it
>>
>>108656613
To clarify what I was thinking originally was that I could, from the perspective of the object I'm checking collisions for (I only need one), I could render a sort of low res cubemap and do some funny math to calculate if there's a collision. Would that work? Despite being inefficient
>>
>>108648353
>Last time I checked, they had no such thing on Gamestop
Did you give them a call?
>>
>>108656236
>I've never seen a "hobbyist" even fuck with compute shaders.
Huh? It's literally just doing the same code (with some changes) but in shaders.
>>
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>>108647151
Maybe? You can do anything in nearly any language. It really depends on what you're working. I have a simple online game, C was enough to make the engine and most of the game. If you're planning to work with 3D I would recommend C++ thougheverbeit.
>>
>>108656958
Why do you talk like a pedophile?
>>
>>108656958
I went with building it in C++ and learning the language as I go
>>
>>108641005
>Morrowind is a safe, sterile, harmless
>>
Today the fourth edition of game engine architecture comes out. Hopefully it won’t take long to get on Anna’s archive.
>>
>>108658473
That book is pretty useless, too complex for beginners and experts already know it
>>
>>108653397
>You literally have no excuse now
the tutorial is way too long
>>
>>108658556
>beginners and experts
Sounds great for people who aren't experts or beginners.
>>
>>108660358
I should say that if you don't know the topic, then it doesn't go into enough depth, and if you know the topic then the book is redundant
>>
I spent the last 3 weeks contemplating what it means to be a video game
my conclusion: video + games = video games
>>
>>108660623
but what about visual novels? those are images + text
>>
>>108660890
Are you printing them out? No? Then they're video, dumb ass.
>>
>>108660965
someone played minecraft by printing out the frames. we are blurring the lines of video games
>>
a video game where your monitor goes black and the ai describes what's happening to you
>>
>>108661256
AI jeets reinvented text adventure
>>
>>108658465
He's very obviously talking about all the games Bethesda made after Morrowind, which was the last time Bethesda thought to do something interesting and unique with any of their games. Every game afterwards has been just a rehash of the mediocre formula used in Oblivion, including the non-TES games like Fallout and Starfield.



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