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File: ogre3d.png (23 KB, 200x200)
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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/

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.

>>108717358
>>
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3.02 MB
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>>108749529
>>108749557
This is not slop btw this is SOVL.
>>
Should I RE The Sims 1?
>>
I just thought of the coolest little vidya vidya.
what if it was like a bunch of different alien software UIs and you have to learn how to use them to control a crashed alien spaceship. it's like a point and click mystery game with otherworldly consequences
>>
I claim this thread in the name of SDL3
>>
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Look up Khronos' "updated" Vulkan tutorial
>now uses Vulkan-Hpp with RAII
>>
>>108752425
What's the best easy to use 2D engine for a non-programmer. I have basic programming knowledge, but I would like to mess around with something simple first. Something that would let you make a platform game with minimal work.
>>
>>108753472
Do you want to try learning programming? I recommend you work through these examples (they offer two libraries to chose from for python and lua)
https://berbasoft.com/simplegametutorials/

If you want to avoid coding entirely there's opensource GDevelop and more serious commercial Scirra Construct. When I was a child I really liked tinkering in Scirra Construct Classic which is now abandonware unfortunately
>>
>>108753421
>pOOP
>C++ pOOP no less
Eww
>>
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>>108753250
Eats a second of your game startup time in your path
>>
>>108753607
>1 second
what are you on hardware from 2004?
>>
unironically why shouldn't I just use Ogre?
>>
>>108753780
if you like the scene graph then no reason to not use it. it's good. i use diligent engine
>>
>>108753651
Ok I investigated a bit why initializing joysticks takes so long. SDL loops over all the input devices some of which are slow to respond. Worst offender was my laptop's accelerometer which after I disabled its driver halved the init time.
>>
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>>108753596
OOP is not the same as RAII. Rustroons also do RAII.
>>
>>108754040
nta but this meme is inaccurate, the programmers should be using C++ and the neckbeard should be shilling C [spoiler]or Rust, either or[/spoiler]
>>
>>108754065
Shut up retard
>>
>>108754080
t. C-neckbeard
>>
>>108752425
Well, we didn't have /chad/ thread in quite a while, and /gedg/ is our brother thread, so here we go...
I'm taking a little break from game programming in C, want to make tiny periodic table for terminal.
What I want to do:
> make proper corners and borders, not squares...
> encode atomic numbers or full names somehow...
I'm accepting more suggestions and ideas, in next post I'll explain what program arguments do, this one is ran without CLI arguments.
>>
Now, previous post is above, this time running the program with 1 argument, either:
> numbers 1 ... 118
> atom symbols h ... og
> atom names hydrogen ... oganesson
It's case insensitive, and it finds which element you meant then prints selective dumb Wikipedia copy paste of it.
Text is hardcoded, so if Wikipedia is down, shit is printed, and in the future, I can write proper interesting text.
I want to add:
> latin name, discoverer, discovery year, half life, group, period, block, melting, boiling and critical points in K, density (SRT), heat of fusion and vaporization in kJ/mol or whatever, crystal structure, lattice constant, magnetic ordering and maybe more...
>>
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>write custom shader in godot that just implements what I need in the most light-weight way possible
>goes from 6ms per frame to 0.2ms per frame
>the custom lighting even matches the aesthetic better
>>
>>108753812
Which is better Ogre or Ogre-Next?
>>
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I've been procrastinating for about 2 weeks now because I've reached the point where I actually need to learn new concepts in complete silence instead of just refactoring code while listening to music or a stream. Learning stuff in complete silence is a very torturous experience for some reason
>>
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>>108752885
NEW FEATURE! Debug symbols are now included in nightly development builds and crash dump files will be generated when the game crashes.
>>
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>>108755031
That means I want you to give them to me when they happen fyi.
>>
>>108755031
minidumpers are decent but won't work on a fastfail, for example double free and heap corruption tends to turn into a fastfail, stack overflow checks will fastfail (/GS or /sdl).
only a special out-of-process WER hook can catch fast fails, google crashpad is an example (it only uses WER as a fallback, bugsplat and sentry are services that use crashpad).
I personally think it's better to just package a .bat file and procdump, and just run through procdump (and procdump also has the ability to dump during a not-responding timeout).
as a developer who runs my code outside of the debugger frequently, I set a mini-dump folder using WER, by default it only keeps 10 dumps (I don't want full dumps anyway because address sanitizer would create 500mb dumps that would take a while to finish writing).
Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps
If a user reports a super rare crash and it's too late and they can't reproduce it, every windows PC will store the exception offset which will give you the top function of the crash in here:
C:\ProgramData\Microsoft\Windows\WER\ReportArchive
And in the Report.wer: Exception Offset and Fault Module Name
To print the function, I use llvm-symbolizer (it will work with msvc builds).
llvm-symbolizer --relative-address --obj NameOfModule.exe 0x[OFFSET]
note the 0x before the offset number is required.
Also crash dumps on nightly builds must be suffering if you are not using indexed symbols. because every nightly build needs to stay on your PC until you delete it, and I think you need to keep all your .obj files as well since those store private debug info. I think the only "simple" indexing solution is a Azure DevOps Upload/Index Symbols task. Indexing symbols would be useful on a full debug build + full dump. On a release build most of the info is in the stacktrace, so bugsplat/sentry does exactly what you need.
>>
>>108755504
Huh nice, a proper knower. Thanks for the info bro I will add that too.
>>
>>108753421
Those half baked raii headers should be removed. They suck major ass and bloat your compilation times.
>but it has a C++20 module
import std is cancer
>>
ECS is kinda nice for realtime editing fuck all that infinity objects shit
>>
do you guys use any whiteboard tools to prototype your ideas or do you just code it up and see how it works?
>>
>>108756973
Custom tools.
2D images + notepad is good enough for 2D
3D images + notepad is good enough for 3D

You cannot store whiteboard text in text memory of a computer only in an image memory of a computer, nor can you store it on a piece of paper.
>>
I wish I had Ogre Engine back in 2002
>>
>>108752425
I think I am going to make a 3d game with raylib+rust because I am learning rust at my job. I do not know how difficult it will be to actually get raylib to do a 3d game but with enough autistic perseverance I can prevail
>>
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>ai generate textures
>take picture of them with my phone
>use picture of ai generated texture as my game texture
>"no ai was used in making this game"
>>
>>108753421
The updated version is so fucking bad. I have to keep going back to the old version.
>>
10 car crash test in slow motion.

Custom physics engine made in C++.
>>
>>108757434
I don't like the slow motion but I like crashing cars cause I hate cars
>>
>>108757434
So it's still rigid body collisions but reacts to hits instead of something fancier like soft body collision engine? It doesn't look convincing in slow motion but I bet it's fine in normal speed.
>>
File: destructor2d 720p 4ch 3.mp4 (3.85 MB, 1280x720)
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>>108757626
>So it's still rigid body collisions but reacts to hits instead of something fancier like soft body collision engine?
Well it kind of has rigid physics but since there are deformations it should be called soft body, I think, but I could be wrong.
>It doesn't look convincing in slow motion but I bet it's fine in normal speed.
Here is at normal speed.
>>
3 weeks and I'm nowhere near drawing a triangle.
>>
>>108757871
it looks amazing 2bqhwyf
>>
>>108757985
>3 weeks and I'm nowhere near drawing a triangle.
Vulkan dev.
>>108757871
OpenGL dev.
>>
>>108754225
>>108754262
ncurses?
>>
>>108757871
>Well it kind of has rigid physics but since there are deformations it should be called soft body
The white car in 0:06 of the slowed down video makes it look like the shape is still a rectangle despite the whole front being fucked up. If the deformations affect colliders, they seem to be a side effects of collisions instead of being handled by the physics engine. At normal speed it sells the illusion so nobody will care anyway, and it looks better than simple soft body deformations ever would in 2D.
>>
>>108758091
Looks like printing to a terminal in the regular way. if it was ncurses, you wouldn't see the ">./xelement"
>>
Crossposted from /v/
I want to make a gameengine/OS/programming language inspired by lisp and smalltalk. but im a noob at coding and I don't know where to start.
>>
>>108758327
Why do you want to do that if you're a noob at programming?
>>
>>108758330
Because it's fun to me, but obviously painful since I'm not competent at it. I just get excited over the project.
>>
>>108758337
How can you be excited about LIsp if you don't even understand it
Did you just buy all the hype uncritically
>>
>>108758327
funny bait
gave me a chuckle
>>
>>108758343
I understand it, I understand the concept. What I suck at is the implementation, i.e. actually programming.
>>
>>108758349
Fuck you
>>
>>108758351
If you can't program then you don't really understand it
You just bought the hype
>>
I got filtered by pipeline synchronisation.
Owari da, should've just gone for SDL.
>>
>>108758361
No, I don't understand it the basic idea behind lisp and smalltalk. Not the implementation detail.
>>
>>108758375
>I understand the basic idea*
>>
>>108758327
Step 1) learn to program
Step 2) get some good opinions about programming
Step 3) do those instead of whatever meme bullshit you're excited about right now
>>
>>108758450
what are some better languages than lisp and smalltalk? muh C++? muh Rust? or wait... Java?
>>
>>108758455
You're asking really dumb questions
>>
>>108758463
uh huh... you implied that those are memes. I asked what is not a meme language?
>>
>>108758470
What's a meme language or not is a matter of opinion but whatever you believe right now is a complete meme
>>
>>108758485
And how do you know what my understand is?
>>
>>108758495
You just told us you don't know how to program
>>
>>108758495
understanding*
>>
>>108758504
Yes, but I understand programming concepts just fine. I understand how a lisp program works and i can write one (a basic one).
>>
>>108758516
>Yes, but I understand programming concepts just fine
You don't
>>
>>108758518
Because I don't know how to write complicated software? That doesn't mean that I don't understand CONCEPTS on their own.
>>
>>108758524
You have a surface level understanding of them
You don't understand the implications of them
>>
>>108758524
Do you mean you understand algorithms?
>>
>>108758614
Yes, and I understand the basic concepts. Such as message passing and objects from OOP.
>>
>>108758091
No ncurses, simple printing to standard output. I don't like non-ASCII characters in general, but here I think they are good.
>>108758180
I have my own minimal ncurses implementation, idea was to allow selecting (with keyboard or mouse) elements, to display them like below.
That'll wait for now...
>>
>>108758495
>>108758516
>>108758524
If you don't know how to fucking program then no, you do not understand jack shit about programming. There are people who have been programming for years and still don't understand jack shit.
>concepts
Useless retard word akin to the bullshit you'd get out of someone in sales.
>we are maximizing the CONCEPT throughput to leverage out CONCEPTUAL synergy and boost our KPI

Dumb bullshit, and you're a dumb theorynigger. Stop reading stupid shit about doing things and do the things instead.
>>
is an elevator management game an idea?
>>
>>108759089
if people can die maybe
>>
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Don't forget to send me your trailers or gameplay clips by the 23rd.
https://thev3expo.com/
>>
>>108758628
Well, there is very little overlap between understanding algorithms and understanding game engines / os, etc, or even appreciate the differences between Rust, Lisp and C. Don't get me wrong, you need knowledge of algorithms and ds, but books and pretty much every information on these topics are written by theoretical computer scientists who know nothing about how a computer works (most of them have a math degree), and write outdated algorithms that don't consider the hardware at all. They would defend it by calling it "timeless".

If you're serious about programming (which you need to be if you want to understand game engines as you said) you need to know modern hardware, or at least an abstraction of it (Knuth doesn't count because it's outdated hardware even in the new one he's writing). I think the CMU Computer Systems book is a good place to start, but the latest edition you can find online is the (((global))) edition in which the exercises are jeetified, and you want the latest edition since that's what's going to talk about modern hardware.
>>
>>108759385
the algorithms written by computer scientists are not "outdated"
game engines do not require much knowledge of hardware
literally the blind leading the blind here
>>
>>108759408
> game engines do not require much knowledge of hardware
Are you fucking serious dude...? Really?
Why do some game engine developers get down to writing assembly code with hardcoded advanced vector extension, specifically for the 512 bits of data...?
Why do they use texture atlases if the "GPU can store any amount of samplers and descriptors and access them equally fast"? Or better yet, semi-failed experiment, megatextures?
...
Dude... Did you ever wrote a line of code in your life?
>>
>>108759454
SIMD instructions are not hardware
Texture atlases definitely aren't hardware
The only gamedevs who really give a shit about hardware are AAA devs trying to squeeze maximum performance out of GPUs. Although I don't know if they even exist anymore, I haven't been in the game industry in a while all the techheads have moved to AI
>>
>>108759454
Replying to myself, I don't give a fuck, I shouldn't have replied to you...
I give up on this dumpster fire with retards surrounding it to get warm and to smell like shit.
>>
>>108759475
> SIMD instructions are not hardware
No, you don't let me leave...
What the fuck is xmm, ymm and zmm?
Do they physically exist on the chip?
Is that actually hardware...?
Am I being dumb here for some reason?
>>
>>108759197
I cannot take part because
1. The trailers have to be 1-2m in length.
2. The trailers cannot be released publicly before v3expo.

Maybe I could add a clip 10-15 seconds. But should I only submit one or few clips?
>>
>>108759490
They are set of standardized assembly instructions. The lowest level of programming you can go but still not dealing with hardware
>>
>>108759491
>The trailers cannot be released publicly before v3expo.
We removed this requirement It shouldn't be in that overview doc anymore If it is my apologies.
>Maybe I could add a clip 10-15 seconds. But should I only submit one or few clips?
One trailer one clip per dev. So only submit 1 please.
>>
How do you market your game and steam page? I tried
4chan - there is some feedback but mostly they are angry that you are advertising a product
reddit - some success
youtube - little views
youtube shorts - few thousand views but doesn't seem to bring people to steam page or to the trailer
tiktok - shadowbanned me, 0 views
twitter - shadowbanned me, 0 views
instagram reels - few hundred views

Any other platforms and way of shilling?
Could any youtuber post about my game when I only have a trailer and no demo yet?
>>
>>108759758
See >>108759197
>>
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>>108759758
I already told you, you appeal to furries and shill on /v/. Case in point just the other day some gay furry game with pretty shit mechanics reached post limit because the characters are fuckable furry creatures the name is Casualties:Unknown and it's not even released yet
>>
>>108759802
Can I add lolitas instead? Does Steam allow lolitas?
>>
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>>108759819
if this is on steam then I think you're fine
>>
>>108757985
ngmi
>>
>>108759758
you just cold drop your game on steam and it's so good that it doesn't need marketing
>>
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https://www.youtube.com/watch?v=nQrzB5P5NPE
>>
>>108759408
Literally look at any modern game engine tutorial. They'll talk of SIMD, pipelining, cache and the new buzzword that is ECS and DoD. Algorithms book talk nothing about cache. Simple array iteration turns out to be faster than le heckin O log n binary trees in many cases. Fuck off.
>>
>>108760065
Can you name an algorithm that's actually out of date?
>>
>>108760065
None of these will be noticeable in the scale of an indie game
>>
>>108760060
>dude I used an old text editor
?
>>
>>108760094
>>I want to make a gameengine/OS/programming language inspired by lisp and smalltalk. but im a noob at coding and I don't know where to start.

>>108760080
https://en.algorithmica.org/hpc/complexity/
>>
>>108760114
This thread is full of NPCs who just brainlessly watch gamedev youtube videos and regurgitate their content
>>
>>108760121
Big O is not an algorithm and it's not out of date, it's probably the most important optimization concept for a game because the first performance issue you will likely run into are n^2 collision checks destroying your framerate
>>
>>108760123
You're describing me. I exclusively watch Jon Blow, though.
>>
>>108760020
>you just cold drop your game on steam and it's so good that it doesn't need marketing
That's not how Steam works.
Zuckowski said that you need to start steam page as soon as possible and gather thousands of wishlists, then when you release the game, Steam will email all wishlisters that your game is out, they will rush to buy it and Steam algorithm will recommend it to more people.
>>
>>108760080
Most algorithms are not outdated, but their presentation is. These books talk nothing about the possible cache, branching and SIMD improvements you can do, and are written like math theorems. For example, CLRS talks of that special matrix multiplication algorithm to improve O complexity, but talks nothing of the sort of algorithm you would actually use in a gamedev context, like the ones used in GLM.
>>
>>108760145
most wishlists are just bots that randomly wishlist indie slop to look like real accounts that way when the operator gets paid he can use all his hundreds of thousands of bot accounts to mass wishlist his client's game
>>
>>108760132
>Big O is not an algorithm and it's not out of date, it's probably the most important optimization concept for a game because the first performance issue you will likely run into are n^2 collision checks destroying your framerate
If I am going to say Newton's books are outdated, that doesn't mean I am claiming apple doesn't fall from the tree.
>>
>>108760167
>These books talk nothing about the possible cache, branching and SIMD improvements you can do
thats true but its not particularly important, you've just been brainwashed into thinking it is
>>
>>108760145
>zuckowski
who??
>>
>>108760178
that probably sounded smarter in your head
>>
>>108760114
Son it's not actually about the IDE. It's just a fun video about STB making a quick little game.
>>
>>108760196
idc
>>
>>108760168
But real wishlists are helpful, when you release the game Steam is sending email to all people who wishlisted it.

>>108760182
>who??
https://howtomarketagame.com/about/
He is Steam/indie expert, I will do what he says.
>>
>>108759819
Add kemololis (furry lolis)
>>
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say I make a map in trenchbroom then import it into blender to do some vertex color painting then I go back into trenchbroom to make some changes
if I just reimport the map again obviously I lose all the changes I made in blender, is there any way to merge the changes?
>>
>>108760418
>is there any way to merge the changes?
no and if there is a way it's going to fuck your shit up good
>>
>>108760256
my gut feeling is that this dude is a snake oil salesman
>>
>>108760431
anybody who's not a drooling retard can see that.
>>
>>108760418
You could write an import script that goes vert by vert and copies the data over for any vertices that haven't changed, then you manually go in and fix up just the region that you changed. Depending on the scale of changes it might work well enough.

Honestly Trenchbroom is a meme that massively complicates your asset pipeline. Just git gud at Blender and you'll eventually be able to get the same results in less time.
>>
>>108760431
>>108760463
Reddit recommended me this guy, they told me he is an expert.
>>
>>108760543
You're absolutely right!
>>
>>108760543
redditors be like: "I'll do anything except make a good game"
>>
>>108753421
Based
No reason to torment yourself with the C headers
>>
>>108760418
normally you would export your modified model from blender then reimport it back into the original tool to make changes then export it and import it back into blender again, but that assumes whatever format quake mapping tools use supports vertex colors
>>
Newbie here, I've just finished book 1 of Game Engine Architecture and most of it was CS theory I had already studied in uni.
A good refresher for sure and the new stuff I picked up (mainly SIMD instructions and some math for 3D games) seems useful but this isn't really what I had in mind when I chose to read this book. I'd really like a book or a written tutorial series that actually shows how to write an engine, focusing on the code so that I can follow along and have something to improve on when I learn new theory concepts.
For comparison, I've also read Game Programming Patterns and while the book was narrower in scope I appreciated it more, as I felt it struck the right balance between theory and practice.
Any recommendations?
>>
Should I AI generate an attractive white man in his 20s to use as my avatar in order to market my game?
>>
>>108760757
No. Get off xitter, the every grifter app, retard.
>>
>>108760472
>git gud at Blender and you'll eventually be able to get the same results
buy or pirate boxcutter, it absolutely mogs tb
>>
>>108757434
Bus chads just keep winning.
>>
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I'm going to make weekly political cartoon in game form and release them to chuds on twitter
>>
I am considering starting a (not indie, more AA-ish) game studio.
>>
has anyone tried making a post office game? Reading the dragon courier manga and its a really neat idea.
>>
>>108759408
>game engines do not require much knowledge of hardware
This might be the most retarded thing I've read on /g/. Not just recently, ever.
>>
>>108753421
C++ devs will literally tell you this is more readable than a loop
https://github.com/KhronosGroup/Vulkan-Tutorial/blob/main/attachments/15_hello_triangle.cpp#L147
>>
>>108761410
If you use auto I'm rejecting your PR.
>>
>>108761454
>throw
It gets worse. This is 100% jeeted.
>>
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dx12 does what vulkan't
>>
vulKAN DO EEET
>>
>>108761464
Such as?
>>
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>>108761410
>std::ranges::find_if
>std::ranges::none_of
>std::ranges::all_of
Fucking hate "modern" C++. I guess it's called "std" for a reason.
>>
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>>108761497
>>
>>108761505
because it's the standard library and the developers can implement common standards specified functionality in highly optimized ways for any given platform and architecture so (You) don't have to, not that (You) would because you don't even know what you're doing
>>
std should be renamed to giggity
>>
>>108761547
nta but I once had my own Linq-like library in C++11 and it was 100% more usable and readable than ranges and was pretty darn fast
I lost it though when I went on a code deleting spree to free up storage space
>>
>>108761547
>create an opaque black box for a simple loop
>implementation is probably a disgusting template metaprogramming mess
>need to indent it 3 fucking times because the syntax is so bloated the line would need a 100 inch wall TV to be displayed
You're probably new to programming and think C++ is "high performance" and "for experts" so you think you'll seem like some "expert high performance programmer" by defending it.

The only people who defend C++ have not used it in a serious project, especially not a commercial one with a team, and NOBODY defends the standard library except I guess the C++ committee retards themselves.
>>
every time I read std I think about my genital herpes so I can't use c or c++ anymore
>>
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Is it even worth avoiding ngons? Yeah, sometimes they triangulate weird, but I've never seen that be a problem with lighting or anything in any modern engine.
>>
>>108761580
>except I guess the C++ committee retards themselves.
bit rude and out of touch innit
>>
>>108761580
Not him but what would you rather use over c++ for large projects like a game (engine)?
>>
>>108761832
>Not him but what would you rather use over c++ for large projects like a game (engine)?
Considering I'm a genius and know everything I would obviously and clearly use Python.
>>
>>108761410
what's wrong? filtered by one simple line of code, lmao. iterating over a collection and setting a separate generic flag outside the loop to tell if the loop exited early is le bad. Why? it just is, deal with it.
>>
>>108761802
if they're planar and not getting in the way of editing then it really doesn't matter
>>
>>108761802
>Is it even worth avoiding ngons?
yes and no.
if its animated it could be a big problem but generally no.
>>
>>108761832
I didn't say you shouldn't use C++, I just said you shouldn't turn it into a stdlib monstrosity. Smart pointers and some other stuff is fine, but look at that code example and see what they turned loops into.

The C++ committee has no fucking clue, if you're sane you'll use maybe 10% of the features of every new version and discard the rest. That doesn't mean you must abandon C++.
>>
>>108761802
all merchants in in video games must be jewish
>>
>>108761454
you're not better than anyone for refusing to use a capable IDE.
>>
>>108760472
if someone implemented trenchbroom as a blender plugin it'd literally print money
>b-but blender can already do whatever trenchbroom can and more
sure, but it's a lot more complicated to replicate the behavior and the constraints would have to be manually enforced, trenchbroom is like a dozen one-click tools and a bunch of automagic stuff behind the scenes
>>
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hol up
if I use texture arrays I can have multiple tiling textures on a single mesh and still draw it in a single draw call?
>>
>>108762338
That's the idea, yes. Or bindless textures which have less restrictions than texture arrays.
>>
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>>108762556
looking good, senpai
>>
>>108762077
I use visual studio.
>>
my kids caught chicken pox at church lads
>>
I managed to fix my packages and build SDL3, had to upgrade a bunch of stuff
>>
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>>108762556
>>108762671
>yeah, I use vertex color
>oh, like with the paintbrush?
>>
You have no game plan.
Your opponents have no game plan.
Everyone is confused.
Just don't blunder.
>>
>>108760744
You should learn to program games with Unity or an existing engine
>>
>>108761159
Tell me what hardware knowledge is required to make a game engine
>>
>>108760925
>boxcutter
Been dicking around with this for the past couple hours and I think it might actually be the perfect tool for that mid-to-late 90s style of 3D model. Super easy to use too.
>>
>>108760925
Don't call it "pirating". It's GPL licensed. You have every right to share blender plugins with whoever the fuck you want.
>>
I pirate everything. don't care if I can afford it. I ain't buyin' it.
>>
>>108761084
How will you do it? And if so, will you hire me as a graphics programmer?
>>
>>108761832
I'm just gonna use C, why would I need more?
>>
>>108764166
>why would I need more?
poor generic programming capabilities
no namespaces
>>
>>108764168
I can make do. Less to worry about. I can't ever read the whole C++ spec.
>>
>>108762774
You could just use vcpkg, it will copy the DLL's to your binary when you build with cmake or VS project (you can use vcpkg without cmake, just point your include / link directory to vcpkg/install/x64-windows/include+lib IF you are using classic mode). On linux it's a static build (it MUST be static or else the libraries will not load after the install step due to cmake's rpath injection being cleared on install).
I use opengl and a useful part of vcpkg is that it includes a package called opengl-registry and it's pretty handy since the headers take up a lot of space in my source tree (I manually load my functions so I don't need glew / glad, but those are also packages as well if you need them).
And Emscripten works with vcpkg.
The manifest mode takes up too much space in my opinion, I have too many cmake presets, I use classic mode (but I will move to the manifest if I start automating builds).
Here is a schizo blog if you want to deeply customize vcpkg.
https://decovar.dev/blog/2022/10/30/cpp-dependencies-with-vcpkg
>>
>>108764175
>Less to worry about.
Those features make programming easier not harder you idiot
>>
>>108764195
Eh, I still prefer to do stuff my way and I never use C++ features even if I'm compiling with it.
>>
>>108764204
mm yes i love copy and pasting things instead of using templates
>>
>>108763601
anon, are you retarded? there are thousands of paid addons for blender, blender's licensing explicitly allows it, in fact they profit from it as they run the store
>>
>>108752425
It's ogre.
>>
>>108762338
>>108762373
I don't get how bindless isn't the standard nowadays. Forget performance, it's just so much easier and cleaner to do.
>>
>>108764185
>unironically proposing vcpkg
lmao
>>
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>interview in two hours for a mid position
>I've done solidly senior shit multiple times in my own engine
>still going to fuck it up somehow anyway
>>
>almost wrote vkDestroyPhysicalDevice
>>
>>108765340
what are engine dev interviews like? do you have to do leetcode? what senior-level things have you implemented in your own engine?
>>
cool a rust game engine
https://youtu.be/byp3rKd626M?si=HuqemKBbFXqGDqIq
>>
>>108765902
does the obsession with hot reloading come from webdev?



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