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File: 1781564280782.jpg (302 KB, 1868x1224)
302 KB JPG
Vibes 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: >>109076297
>>
video
+ game
_________
video game
>>
The graphics were good but the game was not.
>>
I'm porting my vulkan game down to gles 3.0 because I wanted it to run on the web, and the game loads noticeably faster on gles compared to the vulkan renderer. I do think opengl is a crappy api with a lot of quirks, not to mention 3.0 es is quite a limited version of opengl, but I think I'll scrap the vulkan renderer. I learned to like vulkan, but I don't have the time to maintain two renderers.
>>
stop killing games has destroyed my business model
I hope you europoors are happy
>>
>>109102128
video game = video + game + AI
>>109102274
based. vulkan is a meme, especially for /gedg/ crowd.
>>109102652
how? they lost.
>>
If I had of chipped away at my game engine literally just one line of code per day I would have something amazing today.

Instead of just try and do everything all at once and get burned out and give up.
>>
>>109103415
considering a game engine is over 50k loc and you throw out most of what you write you wouldnt have shit
>>
>>109103419
Go fuck yourself.
I'd have more than nothing.
>>
>>109101668
is this your engine? what font did you use? did you code the text editor and syntax highlight yourself?
>>
>>109103428
1% of something is effectively nothing, you don't build a game engine one line of code at a time, it's not a linear process, you're just a loser with no motivation
>>
>>109103436
post engine faggot.
>>
can someone explain how this runs so well? My game has 100 entities and crawls to a halt but this shit simulates a whole cpu and just runs at constant 60fps. https://floooh.github.io/visual6502remix/
>>
File: editor.png (1.54 MB, 1296x974)
1.54 MB PNG
>>109103440
>>
>>109103445
>My game has 100 entities and crawls to a halt
are you using Python?
>>
>>109103419
NTA, but unless you are building something in 3D, 50k is usually overkill.
If you are making a platformer engine, 10k should be more than enough
If you are making a visual novel engine, 5k is too much and means you overcomplicated something
>>
>>109103449
Where is the gameplay? How do you do entities and scripting?
>>
File: game.jpg (561 KB, 1920x1080)
561 KB JPG
>>109103456
>Where is the gameplay?
older version
>How do you do entities and scripting?
Wrote a custom scripting language
>>
>>109103471
>Wrote a custom scripting language
Can we see?
>>
>>109103480
Here's the base script that runs the editor in the screenshot
https://pastebin.com/4uErH1F1
>>
>>109102274
Why wouldn't you just use webGPU?
>>
>>109103532
the webdev thread is two blocks down Sandeep
>>
>>109102274
anon is right should have used webgpu or sokol instead. opengl is mess to learn unless you enjoy chasing phantom bugs.
>>
>>109102128
> video game

name one that isn't a walking sim with a skill tree
>>
>>109103415
> one line a day for a year is 365 lines. that's not an engine, that's a weekend.
>>
>>109102274
You were definitely doing something wrong in the Vulkan port then because GLES is not faster. WebGPU is also the way to go
>>
nta
>>109104408
>webGPU
>>109104302
>webgpu
>>109103532
>webGPU
Can you paid-for pozilla tranoids fuck off?

Nobody is interested in your half-baked totally-not-pls-use-rust graphics api that cannot get into
>async copy/compute queues with semaphores
>serialization
>interoperability
>a stable shading language
>bit-blit
>raytracing
>a debug layer
>shading bytecode
>effect/shader permutation compilation
>frame-in-flight-awareness
>transient resource optimizations/resources
>frame pacing
>HDR (lol, a single option for apple-shit HDR for the 2 fagstations running a car model viewer on a salesfloor doesnt count)
...the perpetual betaware piece of shit.

We see you. We see your Google employeed developers trying to shutdown HLSL transpilers to astroturf slang. We see your mozilla employed developers trying to shoehorn wgpu into every conversation despite not being fit for firefox to enable by default. We see you weaponizing rust trannyism to demand wgpu dependencies. We see you trying to gaslight the existent of extensions that don't exist. We see your fights with apple preventeing maturity over OpenCL sour grapes. We see you lacking basic sideband libraries every real graphics library shipped with or had go-to standard third party alternatives. We see your retarded userbase just spamming imgui demos to prove viablity, meanwhile nobody can do so much as text shaping in the webshit ecosystem.
>>
>>109104499
hi actual graphics engineer here

>async copy/compute queues with semaphores
use vulkan if you need this

>fugly rust syntax wgsl
I agree I hate it compared to GLSL, they really backdoored rust syntax into this standard they're forcing everyone to use.

>raytracing
no portable way to do this without compute only solutions

Most of the shit you want isn't there because Metal is annoying and doesn't support it, so it ends up being not portable.

>not being fit for firefox
true but webgl1 and 2 also runs like shit on Firefox

He should use WebGPU because WebGL2 doesn't support compute shaders, and is more advanced and capable than WebGL1/2, it will be supported for longer. The sane choice is to avoid using webshit at all, does your game really need to run in a browser?
>>
> wasted a week searching for a heisenberg bug for my odin engine
> it was because I used & on a slice and the function expected raw_ptr.
Such garbage the compiler should warn you if you pass a [dynamic] or [] via raw_ptr you get bugs that work half the time.
>>
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804 KB PNG
>>109104566
>hi actual graphics engineer here
NTA but this makes you sound like an absolute basedboy.
>>
>>109104581
I don't care, it's necessary on /g/ with so many bullshitters
>>
>>109104499
certified neet here anon I dont live rent free in your head. Not a shill I am just talking about experience. I agree
>async functions = callback hell
>wgsl
this shit sucks ass but wgpu is still nice for the debug layer alone. You save so much time when debugging issues opengl always silently fails on me. Also slang is nice I dont get what your issue is you can just use spirv and load it by calling the cli tool I do that.
>>
>>109104566
>hi actual graphics engineer here
>use vulkan if you need this
>he should use webgpu
So your excuse to shill WebGPU is what exactly?

"If you need D3D10/11 features, you should just use vulkan"? Not counting for stupid bind groups, Windows 7s D3D11 usermode proxy layer is less restrictive than the piece of trash you're shilling for. You can in fact do async upload and manage multiple threaded device contexts ever since Windows Vista. You can in fact have a completely unscuffed swapchain ever since Windows Vista.

So to reiterate, for you mr "actual graphics sarrrgenier", why exactly should anybody be forced to put up with Vulkan or settle with webshit over the minimum viable graphics API cira 2007; why are you shilling this?
>>
>>109104653
>So your excuse to shill WebGPU is what exactly?
If you HAVE TO target Chrome.exe and can accept shit performance on Firefofx.exe then use WebGPU as that's the maintainable path forward on that platform.

> If you need D3D10/11 features, you should just use vulkan
If you need a specific subset of API graphics features that WebGPU does not provide and you don't need support for web browsers is what I said don't put words in my mouth thanks.

>why should anyone be forced to put up with Vulkan
Because it's the only low-level cross-platform rendering API that will actually give you all the advanced features you need. I am not "shilling WebGPU" I am giving the correct advice that WebGPU is the path forward if you have to develop for a web browser.

If you only give a shit about Windows desktop platforms then use D3D12 I guess. I don't have experience with it, only Vulkan / OpenGL / WebGL / WebGPU / a little bit of Metal.
>>
>>109104676
I like how we went from
>"hi im an actual graphics engineer" [all lowercase]
to
>I'm a macfag webshitter
followed by
>cope about browsers and "maintainable paths"
>if you need more, just dont use webshit-based tech

Lol. Lmao even. See when I said it's always pozilla trannies and washington state-based Google employed soilins trying to enshitify the web with broken specs, to shill for their current meme tech of the day, to subvert * third-party * HLSL/DX developments, and to internally subvert the collective attention in favor of their own stable directx, app store, and metal based solutions, ...? Yeah, you're doing a good job at proving my point, even if you don't qualify as one of these people.
>>
>>109104738
>buzzwords buzzwords buzzwords ad hominem buzzwords
Nobody cares and I'm not getting into a flamewar with you.
>>
>>109103498
>https://pastebin.com/4uErH1F1
based
>>
Hardware rendering coming along, lots of fancy features.
>>
>>109104869
>>
>>109104898
>>
>>109104911
It's even roughly based on their original 3dfx voodoo implementation, looks a hell of a lot better though lol.
>>
>>109104771
>Nobody cares and I'm not getting into a flamewar with you.
You came in here expecting to shill webgpu, called yourself an "actual graphics engineer", you couldn't defend your position, you ousted yourself as a macfag webshitter who refuses to touch windows, and now are crying "buzzwords" - not the original partial list of why webgpu isn't viable, mind you, but rather to the paraphrasing your 4 pragraphs of cope about webbrowsers and "maintainable paths".

Your average WebGPU shill everybody
>>
Regardless of it being only relevant for web or not, WebGPU is a terrible name as most people who could actually write a renderer will see "web" and think of webshitter jeets.
>>
>>109102274
>but I don't have the time to maintain two renderers.
don't compromise your desktop version for the web version.
the web version will always suck, unless you full commit (html UI...) which will make debugging not fun, because native tools are much better than wasm tools (asan).
The main reason the web version sucks is latency is noticeable if your monitor only refreshes at 60hz (it's composition latency, at 300fps it's not noticable). Also there is a lot of weird jank between the browsers. For example, for me, disabling vsync during a stress test will make my game freeze / stutter.
There is the cross origin issue if you are not self-hosting your website (you cannot use "normal threads" AKA shared memory or high precision timers).
The web version should just be a demo that gets people to get their foot into the door.
Vulkan is not usable directly unless you abstract it (this also applies to opengl a bit), once it's already abstract, you might as well support webgpu since it's closer to vulkan than it is to opengl (at least in terms of the direction of y, and shader differences), and you can keep the shader the same between the API's using slang.
Also webgpu has compute shaders, so you have access to atomics, unlike webgl, which are useful if you want to implement OIT algorithms or more.
And yes you are doing something wrong if your vulkan implementation is slower than opengl, and opengl has a reputation for not running the same FPS between different GPU brands (AKA the "fat driver" issue). You can use Angle to minimize the "fat driver" factor, since you are essentially running dx11/vulkan, and I have personally noticed that on my nvidia GPU, Angle (GL es) running on vulkan has a lower input to photon latency than native opengl using Intel PresentMon.
And if you open Renderdoc / Nvidia Nsight to profile / debug you will be reading the vulkan internals, not opengl, and it's on a separate thread managed by Angle (also the tools are just better for vulkan).
>>
You know, if some of you worked together instead of all developing your own little autistic quasi game engine you could maybe make an engine that could power a real game worth playing and make some money out of it. Ever thought of that?
>>
>>109106161
I would rather work with Qwen3.6 than spend a second trying to co-dev anything with these niggas.
>>
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45 KB JPG
>>109106161
I am not developing an engine, I am developing a game. I don't even have an editor or a generalized physics solver. Hell, I can't even spawn or destroy entities most of the time, there just isn't any logic to do so outside of specific modes.

I am also not interested in developing a generic engine, even if it's narrowly generic e.g. "generic engine for a Doom-style shooter". If I was going to do that, then why not just use Unity or Unreal?
>>
>>109104869
>>109104898
>>109104911
Texture filtering is a plague and the ideological ancestor of TAA.
>>
>>109106161
If the end result is your goal you would just use Unity
>>
>>109106161
imagine making games lmao
>>
what's the lowest-work-required solution to get some local LLM goodness into my RustRover
>>
10 years ago I stopped trying to get my projects finished because I would always burn out and the last 10% would feel endless.
Nowadays I know I could basically revisit every one of those projects with Codex and finish them in a week, but turns out I never wanted to actually be a game developer. I don't know what the fuck I was chasing.
Non-game projects I can finish no problem.

Thanks for reading.
>>
>>109104566
hi actual psychologist here

everyone should disregard this anon's post because he is clinically retarded.
>>
>>109104566
how do I into graphics programmin as an employed person who already knows regular programmin
>>
>>109106717
>I know I could basically revisit every one of those projects with Codex and finish them in a week
you couldn't. it's just next stage of deluding yourself.
>>
>>109106745
learnopengl just to get some shit on the screen, then learnvulkan. "Computer Graphics from Scratch" is also good (nostarchpress book)

>>109106717
I know that feeling.
>>
>>109106745
https://www.howtovulkan.com/
>>
>try to implement bresenham's line algo
>filtered by book explanation
>read wikipedia entry
>still don't understand some of the derivations
>fuck it, just copy/paste the pseudocode
> translate pseudocode to C, zero mistakes
>it doesn't work
>fuck it, copy/paste into deepseek
>gives me corrected version
>don't understand it but it works

yea i'd be fucked w/o LLMs bros...
also I think the pseudocode entry is wrong on wikipedia
>>
>>109106252
Nearest neighbor is still a texture filtering method
>>
>>109106733
hi actual retard here

please don't insult us by making comparisons like that. He comes off as the type of guy who unironically likes chicken alfredo and would likely scoff when offered a freshly cooked grilled cheese
>>
>>109106985
ask the llm to explain how it works retard holy fuck
>>
I feel like saying "actual graphics engineer here" has no credibility when you reveal you just work on Mac and web shit
>>
sdl3 or raylib6+ for simple 2d...
Which way white man?
>>
>>109107100
Itsumo SDL
>>
>>109107100
i just made this decision and I went with sdl3 renderer because raylib is fucked up because GLFW doesn't support wayland and I don't want to deal with that
sdl_renderer is also very simple to use and it actually uses moderns apis on the backend instead of opengl
>>
>>109107164
GLFW supports wayland, but you might have to compile it for it
>>
>>109106161
games are for children anon
>>
>>109106161
General purpose engines are useless unless they have a highly optimized state of the art renderer, nobody here knows how to do that nor cares about muhgraphics to the extent they would spend years working on such a thing.
>>
>>109107746
>General purpose engines are useless unless they have a highly optimized state of the art renderer
that's a dumb thing to say
>>
>>109107758
People only use Godot because it's free, not because it's good.

>if you all created an organization together and worked tirelessly to spend your time creating a collaborative engine, you could get nothing
OR I could work on my game and sell it for money so I can stop wageslaving.
>>
Im building sort of a Netflix for games, basically any game you request can be made, personally taylored to your own custom profile. What features would the anons of /g/ like to see in such a product?
>>
>>109107812
a game where a full high res 3d model of the creator can be pulled up and they can be dismembered and tortured with realistic screaming effects
>>
>>109107833
Obviously it won't have access to my own personal likeness but as long as you supply information of what this NPC should look like it will be able to do this, yes.
>>
>>109107874
nope sorry if it's not your acutal persona likeness being tortured I won't touch it
>>
>>109101668
I've started making my own retro style RPG, though it's mostly just been brainstorming and sprite work so far. Since I'm a beginner at programming, should I just use a pre-existing engine like Godot to make things easier for myself, or should I try to learn how to actually make my own engine? And if the latter, what programming language would be the best for that purpose?
>>
>>109108301
if you actually want to make a game just use godot
>>
>>109108432
It doesn't really matter what you use
AI is capable in all of them
>>
>>109108474
godot's projects files are plaintext so ai is more capable in it compared to other big game engines (i would never use godot personally)
>>
>>109108301
>>109108432
nah don't use godot honestly just use rpg maker. especially if its retro style. literally any version. even if you decide NOT to use it I guarantee using is a HUGE eye opener to all the features and functions a real RPG actually needs. tile map stuff, battle stuff, levels, actions, keys. even the old ass 90s version is great and has a cool retro feel. the only reason to not use it is if you want something custom. at least try the demo. making an rpg system from scratch is time consuming as fuck and only fun if you really enjoy programming.
>>
>>109108487
that's what making a game is if you aren't making the rpg system then why are you even making an rpg
>>
>>109108487
I will play your game if it has NTR
>>
>>109108487
I have been struggling to come up with the layout of the world without a tileset to use to see how it'd look, but I've also been struggling to come up with tilesets without a proper idea of what I want the world to look like.
It feels like an endless loop of uncertainty, so yeah, RPGMaker sounds like it'd help with that.
>>
>>109107100
sfml
>>
>>109106996
Technically yes, but it's very very different from all the others.
>>109106985
>book explanation
These usually suck.
>wikipedia
Sucks 10x worse than the above
>copy&paste
Never works and if it does work you barely learn anything.
>LLM
Yes but you need to walk through how it works with it from first principles.

Honestly I haven't encountered many algorithms that are genuinely hard once shown graphically. The problem is it takes n IQ to implement it, but it takes n+30 IQ to explain it properly.
>>
>>109107961
Your loss.

Meanwhile, the rest of us will spend minutes doing the things that take you folks months or years. Have fun.
>>
>>109109847
>Meanwhile, the rest of us will spend minutes doing the things that take you folks months or years
like what?
>>
>>109108487
RPG maker is cool, but modern one is not as good.
ACE was better, both in graphics and in available scripts, features, performance ...
>>
>>109108487
Funnily enough I am writing my own rpg maker. It uses lua instead of javascript, it has a template events system and I also intend to add a package manager to it.
Do you think anyone would be interested?
>>
>>109109905
why lua instead of js ? The only advantage of lua seems to be easier integration.
>>
>>109110028
>The only advantage of lua seems to be easier integration.
That's a pretty damn big advantage.
Not him, but the fact LuaJIT exists also ends up being a huge advantage too.
>>
>>109110028
there are some easy to integrate JS engines out there (e.g. Duktape), but LuaJIT shits on them in terms of performance.
>>
>>109110028
V8 is too difficult to even compile and get working, while the smaller engines are too slow.
I heard Bun is now something light that can run decently well but when I started this, Bun wasn't finished I think.
>>
guys, have you played jon blow's newest game?
it runs worse then gta 5 LMAO!
>>
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>>109110028
Another reason for Lua is that it has upvalues which I don't think JavaScript has.
When I have scriptable events I can make the code executed there have a custom environments which allows me to use very short names for most functions without it colliding with the wider codebase
>>
>>109110130
what a retarded comment to make and be wrong about just as an excuse to confirm your own bias to a bunch of people you don't know
>>
I've been trying to get into game development since the Heartbeast tutorials on GM Studio over a decade ago and I've been dropping it and picking it back up ever since the first Godot shilling upto the current version.

My problem is, why do I never retain the information I watch or read from tutorials? If I encounter a problem and the video doesn't have it I just drop the entire thing and start a new one years later.
>>
>>109110467
Well if I am wrong, then go ahead and tell us how you can achieve the same with javascript.
As far as I know, code evaluated with eval() has access to the same environment as the function that calls eval. Whereas with lua you can call load() with a custom environment parameter.
>>
>>109110469
Use AI, it's gotten hella good lately. You don't really need to retain information since you can just ask it any details.
>>
>>109107164
raylib can be compiled with sdl3 as backend
>>
>>109110702
What's makes this worthwhile compared to using SDL directly?
>>
>>109104591
nta and I didn't read anything wrong with your post but you can usually convey the same message in less faggy ways. For example you can just append:

>t. actual graphics engineer
>>
>>109110832
Raylib has a very nice, ergonomic API that doesn't come with a huge performance tax.
>>
>>109110130
ah cool looks nice so far. but also yaa walk "animations, collision maps, triggers" man there's so much stuff we take for granted when we look at rpgs. even if you use an engine like unity or godot you'll most likely have to redo all that stuff.
>>
>>109111243
Yeah RPG maker is a specialized engine while unity tries to cover everything from platformers, rpgs, to 3d first person shooters and VR shit
>>
>>109110469
>My problem is, why do I never retain the information I watch or read from tutorials? If I encounter a problem and the video doesn't have it I just drop the entire thing and start a new one years later.
>>109110469
>Use AI, it's gotten hella good lately. You don't really need to retain information since you can just ask it any details.
Honestly fuck tutorials. Just come up with your own game idea and just fucking start making it. The only tutorial you need is an event bus imho. Like learn how that works and then you can just fire off and listen for events everywhere and you're pretty much golden.

NEXT, REGARDING AI SHIT:
If you goal is to actually learn AI is actually way better than fucking stack overflow or google directing you to watch 5 hour long videos. This is what you do: you start making your game and if you hit a wall just have one big chat where you ask all your dumb ass questions. "Why isn't my collision node working? [BEEP YOU NEED TO ADD A COLLISION SHAPE] Why does my player fall through the level? [BEEP YOU NEED TO TURN COLLISION ON YOUR CSG CUBES ON.] Why isn't my player falling? [BEEP YOU NEED TO MANUALLY ADD GRAVITY TO THE VELOCITY] The tough part is you have to know enough to know how to get started, but once you generally know how to get started AI can walk you through all the hard parts. Even fucking blender I always forget like why aren't edge loop tools or basic human armatures on? [BEEP YOU PROBABLY DIDNT ENABLE TO ADDON YOU FUCK TARD] Anyway ya fuck tutorials its like 10 hours of garbage for the 20 actually essential things you need to learn. You don't actually NEED to memorize anything. The biggest hurtle is learning and remembering IF you can do a thing and then finding out HOW.
>>
>>109111109
I haven't used SDL since 1.2, is the API particularly difficult? You'll still have to deal with the satellite libs for sound etc. right?
I'm deciding between SDL and SFML. I remember SFML having a nicer API for C++ but I think SDL3 is more compatible possibly.
>>
>>109110495
I'm not gonna play this stupid game where you make a claim, it's wrong, then immediately pivot to another unrelated claim so I have to run around and translate lua to javascript endlessly until I give up and you can feel like you won.
>>
>>109111483
SDL3 handles sound on its own. You'll only need another library for like, midi or something.
>>
>>109111550
The only mistake I made is calling it upvalues instead of environments, but it should be clear from the context what I was referring to.
The broader point stays the same. In Lua, I can pass an environment with the set_var function to load() and that chunk of loaded code can use the function, but the broader codebase cannot with that name.
In javascript as far as I know you cannot do that since eval doesn't take an env parameter like lua's load function.
Meanwhile, you said that my reasoning is "completely wrong", but didn't provide a counter example.
>>
>>109111483
>is the API particularly difficult?
It's just a noticeably lower level of abstraction than Raylib. Raylib basically gives you great high-level gamedev primitives like setting up a camera, sound/music, drawing shapes with textures, and handling input. SDL gives you lower-level control but also requires more steps. You have to explicitly poll events, explicitly get the keyboard state, define a renderer and issue separate commands to set colors and shapes.

Whether the extra SDL commands amount to an unnecessary cognitive load depends on the situation, but it should be clear why sometimes people may prefer Raylib.
>>
>>109111483
What >>109111803
said and also if you use SDL version less than 3 there are a lot of things you cannot do (unless you use OpenGL on top of SDL)
For example, when it comes to camera, you have to manually calculate every object's position, scale and rotation in a for loop.
In SDL3 you have a shader program and you have a global translation matrix for camera and a local translation matrix for the object. The calculation is done on the GPU instead of CPU.
Another thing is texture repeat. You have to do this manually either by constructing a vertex buffer and using SDL_RenderGeometry (decently fast still), or you do it with a for loop and SDL_RenderCopy
With shaders you don't need either of this.
>>
>>109111803
why the hell are you using sdl2
you can also just one line the window/renderer with CreateWindowAndRenderer and remove all those flags
anti-sdl propaganda
>>
>>109111972
>why the hell are you using sdl2
nta, but it just works, and I am too lazy to upgrade. also, I am not sure if Emscripten added SDL3 already.
>>
>>109112001
muh hecking webshit
>>
>>109112019
yep, muh hecking webshit
>>
>>109111598
saying "javascript doesn't have upvalues" is a syntactically perfect incorrect statement so no it's not "clear" that you meant something completely different. And now you want to pivot to "eval is just a weaker version of load" which is also just ignorant, eval is lower level than load, you implement load with eval. Again, you like lua so all you have to do is not talk about other languages that you don't even know how to use to validate your own bias, that's it, very easy thing to do.
>>
>>109111972
tbqf I didn't even notice, I just copy/pasted a quick AI example. Either way you are missing the point.
SDL3 doesn't provide a raylib-like abstraction layer. It just improves on SDL2 at its original abstraction level. Maybe saves a line of code here or there and has better features elsewhere but doesn't change anything about the basic comparison.

Raylib is just easier and more convenient to write programs for if you're a solo game dev working on a side project, unless you already know SDL3 really well.
>>
>>109112095
I said
>When I have scriptable events I can make the code executed there have a custom environments which allows me to use very short names for most functions without it colliding with the wider codebase
so it makes sense that I was talking about environments.
>Again, you like lua so all you have to do is not talk about other languages that you don't even know how to use to validate your own bias, that's it, very easy thing to do.
I do actually believe that Lua is better for this usecase. But if you like javascript that much, it will be possible to add your own builder to the application so you will be able to use whatever language you want if you are willing to code the backend for it
>>
>>109112136
jesus you are dumber than i thought, wait you use lua nevermind
>>
>>109107100
>simple 2d
sfml, raylib
> i want to learn how to do 3d rendering
sdl3
> i want to make a 3d demo
raylib
> i want to write my own engine
sdl3 gpu or sokol if you need web
> i dont want to procrastinate
use a engine
>>
File: social_arcade_chomp.png (385 KB, 1920x1080)
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I made a social arcade OS to try to incentive people to play my bad games chomp.monster
>>
>>109113950
>incentive
incentivize*
>>
>>109113950
>incentive
encourage

There you go, I replaced your buzzword which isn't in a dictionary with a real English word that is. You're welcome.
>>
Looks like Sinking Star was checking every entity, every frame to see if it should fall. Was this ever fixed? Maybe that’s why it runs so poorly. https://youtu.be/bVYnxm5jncQ
>>
>>109115933
>Looks like Sinking Star was checking every entity, every frame to see if it should fall. Was this ever fixed?
Literally every game does this, how do you think gravity works?
>>
>>109116053
Physics engines skip objects that haven’t moved in a while until another object collides with it. Similar logic could easily be applied to a sokobon game considering movement is all grid based. You thought you sounded clever didn’t you?
>>
>>109116154
Worst case scenario is still everything is moving
Running an O(n) update across every entitiy is fine even with tens of thousands of updates, Jon's issue is he has O(n^2) checks across entities for some reason known only to him
Proper spatial data structures are the first thing I implement in a game and he's just checking every object against every other object
>>
>>109113950
>chomp.monster
:( lemme play your game I don't want to register
>>
so anyone joining raylib gamejam?
>>
>>109115933
>>109116154
>>109116191
Literally just start the demo and look at your task manager.

The issue is shader side, the CPU side (which is what you see him do in Jai when he streams) barely even shows up, like 2% CPU usage or something on mine.
>>
>>109104305
Euro Truck Simulator
>>
>>109116476
I don't participate in events for nazis, sorry.
>>
>>109116476
I probably would if the template was in odin don't feel like messing w/ C
>>
>>109117864
there is https://github.com/karl-zylinski/odin-raylib-hot-reload-game-template
odin has been pretty fun to learn but I still wish it had interfaces...
>>
>>109118165
https://odin-lang.org/docs/overview/#subtype-polymorphism
>>
File: chatgpt cheese.png (206 KB, 1189x1541)
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Which do you prefer? Luddchuds do not reply.
>>
>>109118900
Oh fuck, I meant to post this in the other thread.
>>
File: file.png (375 KB, 814x653)
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>>109108487
true, easy to create with...
>>
>>109104911
>>109104898
why are these two so different?
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>>109119320
Different texture filtering. I think nearest neighbor looks best for this game personally but it's fun to play around.
>>
File: .png (157 KB, 840x360)
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>>109119448
are they different resolutions? I wouldn't think it's supposed to look like that
but if it is is there some way to get nearest neighbor on closeup textures and bilinear on faraway?
bilinear does ruin the floor but nearest produces some bad artifacts like the wobbly line and the two white triangles
>>
>>109107040
hi actual grilled cheese here

you're all ghey
>>
>>109119879
Oh maybe one's a software rendering screenshot.
>>
Have you tried Gdevelop? Is it easier to use than Godot? Godot is a mess to use
>>
>>109108499
Go back to /hgg2d/, dumb blob.
>>
>>109101668
Is there a step-by-step tutorial somewhere to implement a whole, full RPG or dungeon crawler from start to finish?
I've been reading books but it's useless, I can only learn with monkey see monkey do. Looking at source of completed games is also useless, I get overwhelmed quickly. I need to be handheld.
>>
>>109122061
>Is there a step-by-step tutorial somewhere to implement a whole, full RPG or dungeon crawler from start to finish?
No



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