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File: installshield.png (13 KB, 504x379)
13 KB PNG
Installshield 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 >>108929286
>>
when is godot removing this IUD bullshit? sorry I mean UID
>>
>>108972609
no idea
>>
>>108972609
Moving to my own engine was the best gamedev decision I ever made to be honest. No more fighting structures not made by me nor for my use case, if I don't need it it doesn't exist, and if I do need it I'll know how it works.
>>
>>108973243
i have decided to do the same but i cant switch mid development, this single feature gave me depression because i cant really update and older versions are totally unmaintained and ignored. the engine source code is the most vile c++ codebase I have ever seen with my eyeballs, so if any critical issue arises im cooked
im never again trusting a random engine with 20+ years of legacy code despite its recent rewrite attempts. it's bloated as fuck and full of spaghetti. the lead dev goes into full cope mode when someone rightfully complains about perf issues with this shit engine, and its users act like they're from a cult just like rust. also he's a bit of a grifter
>>
>>108972587
whats the affordable (poor) way of getting some nice tween animation into my engine?
live2d free requires getting a licence to distribute
dragonbones gave me the wrong vibe (very chinese!)
>>
>>108973243
whats wrong with godot? As long as you use the graphics server directly it should be fine no?
>>
>>108973440
What engine? And yeah once you're mid development it's a bit too late, assuming you really are mid development and not 10% of the way and being way too optimistic.
>>108973838
Haven't tried Godot, only Unity and Unreal. After starting my own engine I just don't feel like the vast majority of games made by genuine 1 man teams (or 2-3 men, just not the "indie" with 40 devs and AAA publisher backing) necessitate the amount of features that make a premade engine worth it.

Like what do you need that you can't program yourself?
>>
>>108972609
that's not how you pronounce godot
>>
>>108973867
>Like what do you need that you can't program yourself?
I guess the answer is why program something that already exist in a engine?
If your goal is making a game wasting time doing a engine kinda sucks I guess. Personally I just pissed off at editor driven dev it makes it hard to understand.
>>
>>108973867
premade engines are nearly always going to be faster than making one yourself
>>
>>108973243
Post code
>>
>>108973879
How do you pronounce it?
>>
>>108973890
>I guess the answer is why program something that already exist in a engine?
Because you want it done to spec for your specific use case and every single line of code that doesn't do any work for you is more mental load and dead weight slowing you down.

You're also not making an engine like some people seem to think of it as. The game and the engine are not separable, they're one and the same.
>>108973901
Faster in terms of development? If you can remain disciplined and work through it, sure, but it didn't work for me, all I was doing was working on top of a gigantic black box that forced me into creating things in a way that I didn't like.
>>
>>108973941
pedot
>>
>>108973941
Godot, not Godot, and definitely not Godot.
>>
>>108973945
>all I was doing was working on top of a gigantic black box that forced me into creating things in a way that I didn't like.
That's the control freak fallacy yes
>>
>>108973968
Maybe, but I also thought all of that before I started in my own engine. Maybe I'm in the minority, but I doubt I am the only one in the world.

Can't know until you've tried, and I'm my own proof of that because I sure as hell spent many years thinking my own engine would be a massive waste. That may still be true depending on your goals, but most solo devs do not have such lofty goals and if they did the engine would not be the only impossibility anyway.
>>
>>108973998
People have been able to make pretty much any game with Unity so what makes your particular use case so special that you need your own engine?
>>
File: echo.png (49 KB, 776x208)
49 KB PNG
Step 1: make an echo server [DONE]
Step 2: make an MMORPG

Only 1 more step to go, I'm almost there!
>>
>>108974134
Just because they could make it doesn't mean they didn't fight the engine. I don't want to put effort fighting the engine or dealing with their choices.

Focusing on your own specific use case will also always give better performance than a generic engine by a large margin, unless you fuck up majorly.
>>
>>108974262
Fighting the engine is still less work than making your own, that's the point
>>
how do i make cool and flashy in-game UI.............
>>
>>108973879
kek
>>
File: works on my machine.gif (546 KB, 256x192)
546 KB GIF
>>108972587
Hello anons, this might be a question more for /pcbg/ but in your experience what's the minimum and good enough amount of VRAM for running UE5? I'm a uni student who typically uses overbuilt lab computers but I'm looking to build my own setup. I'm a level designer primarily so taking advantage of post processing effects would be ideal.

Basically I wanna get a good bearing before I start narrowing down the list. Thanks
>>
>>108974271
It's really not, though.
>>
>>108973901
wrong because using other engines is so depressing I would never finish the game while working on my own is enjoyable
>>
>>108974648
In nearly all cases it's not, unless you have a simple game and you're an experienced programmer, or you're a large studio who has outgrown the workflow
If you have simple presentation requirements like a 2D game with no modern graphical effects and you're a good programmer is the only time I'd consider it better to make your own engine
>>
>>108974633
On 8GB of RAM and 6 of VRAM it was a miserable experience in UE4 already. No idea beyond that since I upgraded my PC.
>>
>>108974633
no idea about UE5 but I use UE4 with 12gb vram (3060) and its pretty comfy
however, my job with UE4 is primarily using Niagra, so I'm only building things like VFX and also toolings to send over to the art/designers team. They all use 16-24gb vram GPU.
>>
Wow agdg is worse than ever lmao
>>
>>108974738
Noted. I thought of using my 1060 and seeing if it's a passable experience but that's good to know
>>108975008
>however, my job with UE4 is primarily using Niagra, so I'm only building things like VFX and also toolings to send over to the art/designers team. They all use 16-24gb vram GPU.
Good to know thanks. FWIW I watched a video of an indie team talking about what they use and it seems like 12GB is pretty good but you can manage with 8 if you really need to. I'll keep all this stuff in mind thanks anons
>>
>>108975086
I started making my game 2 weeks ago, figured I would check out the 4chan gamedev community, found that general, now I have super aids and cancer.
I remember going there like 4 years ago and it was pretty comfy.
>>
Raymarched Voxels with Vulkan and C.

here is an aggressively compressed video with no LOD transitions to just give an idea of scale.

Yes, the voxels below are not high res, the land mass is large. So the view from above is a LOD.

But this video gives an idea of the scale from ground to above.

So the voxels look 'large' when close up in this video because I did not implement the LOD transitions. In gameplay, the voxels will be small.
>>
>>108976107
https://www.youtube.com/watch?v=0inbi3nByJE



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