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File: avg.webm (1.8 MB, 640x360)
1.8 MB
1.8 MB WEBM
A Voxel Game 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: >>109137873
>>
>>109167917
Not my project, but found this interesting.
https://homewithinnowhere.com/posts/2026-03-06-voxel-game.html
>>
>>109167917
Anybody work for a larger company?
Does unreal engine crash a lot for you, too?
I heard complaints on the internet, not sure if trustworthy.
Might commit to an engine soon.
>>
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2.9 MB PNG
Work continues on the Operation Flashpoint / Arma: Cold War Assault port to iOS. Lots of touch-centric controls implemented. Ignore the keyboard help text that’s part of the mission, I wanted to capture the helicopter in the background.
>>
File: Screenshot (1815).png (794 KB, 610x631)
794 KB PNG
>take pictures of a model
>tell AI to make something like it
>it works
problem, copyright fags?
>>
>>109168195
Yes and no. My computer is a handheld and it doesnt like UE but granted it max's out at 30W tdp. If you do dumb shit with code yes it can crash. I would set up revision control day 1.
>>
>>109170017
>Operation Flashpoint / Arma: Cold War Assault port to iOS.
just why
>>
I'm redoing my animation system for my game. I'm wondering what the best approach for handling direction animations IE (North, East, South, West).
I'm thinking I could have it where each animation id has the 4 associated directions included :
typedef enum {
ANIMATION_PLAYER_IDLE,
ANIMATION_PLAYER_MOVE,
ANIMATION_PLAYER_SHIELD_MOVE,
ANIMATION_PLAYER_PUSH,
ANIMATION_PLAYER_PICKUP,
ANIMATION_PLAYER_USE,
} AnimationID;

Or I go the other route and make animation id only handle one direction
typedef enum {
ANIMATION_PLAYER_IDLE_NORTH,
ANIMATION_PLAYER_IDLE_EAST,
ANIMATION_PLAYER_IDLE_SOUTH,
ANIMATION_PLAYER_IDLE_WEST,
} AnimationID;
>>
voxel engine anon, be a big boy and post the source would you? for the greater good of /gedg/
>>
>>109172844
It sounded like a fun project and has kept me entertained for a while.
>>
>>109173684
try making a real game
>>
>>109173686
Elaborate?
>>
Can anyone give some pointers on making a 3D character aim? I basically have some animations loaded but the character holds a dummy gun with IK nodes for hand placement, I’m trying to get it so he can twist his body right and left to aim then past a certain angle will rotate his whole body, and then of course vertical aim as well. I have a pivot set up with another IK node following a target so I can easily do the vertical rotation but I get weird jittering and I don’t know how to fix it? I just need some high level approaches to this that games use
>>
>>109172946
I know Godot has a blend space 2d which is really good for directional animation blending especially if you use 8 animations, 4 can look a little jank
>>
>>109173752
Your approach is what games use
>>
>>109167917
Is that APL?
>>
File: Screenshot (1817).png (58 KB, 1190x611)
58 KB PNG
Has AI been turbocharging your enginedev?
>>
>>109173943
no
>>
>>109173943
I have been trying to get claude to copy the ps4 dreams engine which is based on flecks+sdf but no success so far.
>>
>>109174344
goddamn I hate AI and the people it brings here
>>
File: 1774566906562.png (124 KB, 1652x360)
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>>109173943
>>
>>109172797
Will definitely do dumb hsit with code.
Will set up version control.
Thanks.
>>
>>109170017
Looks great so far, anon! How'd you implement the port?

>>109173024
Op here. I'm not the creator, but the source is in his blog >>109167942

>>109173918
Dyalog APL + SDL3 gpu from the looks of it
>>
Box2D enters the third dimension!
https://box2d.org/posts/2026/06/announcing-box3d/

>>109175388
Based, feels like a array language would make for a good shading language or any SIMD operation really.
>>
>>109175388
Claude and Codex. It’s a native Metal port on both macOS and iOS.
>>
when will you retards stop trying to reinvent the wheel
>>
only the dead has seen the end of wheel reinvention
>>
Any downsides to using Godot?
>>
>>109175819
If you count no ai contributions https://godotengine.org/article/contribution-policy-2026/ as a downside, sure
I hear GC stutter using C# is terrible
>>
opengl or vulkan?

directx only for windows... and metal for macos

why is there no option for graphics in 2026???
>>
>>109176267
There are quite a few options for cross-platform APIs/RHIs.
Try GLES2 with Angle if your needs are basic and you want to target web browsers. Gives you desktop+mobile+browser but not console.
Try SDLGPU if you want a modern API, D3D11-level feature set, and far less complexity compared to D3D12/Vulkan. Gives you desktop+mobile+console but not browser.
>>
>>109167917
>open a Vulkan tutorial
It's a C++ and game engine writing tutorial. Why there's not a bare bones Vulkan tutorial? no C++, no GML bullshit.
>>
>>109178379
Vulkan is written in C. Use whatever snowflake language and math lib you like.
>>
>>109176267
Try SDL's new Gpu API.
>>
>>109173774
Im fine with only 4 directions. I'm currently creating a clone of a GBC game which only used 4 directions for animations.
>>
>>109175425
>Box2D enters the third dimension!
I would have prefered Chimpmunk3d
>>
>>109173943
Dunno about "turbocharging", but it's kinda nice being able to say "I have to go to work/sleep/cook dinner/etc, please finish this thing I was in the middle of working on" and sometimes when I get back it's actually made some progress
>>
>>109180474
Why work at all if AI can do it for you?
>>
>>109173791
But I haven’t figured out the right left aiming and been able to fix jitter. Maybe Godots IK nodes just suck and cause jitter but usually I here good results about them
>>
>>109180477
It mostly can't. Part of the trick for using it effectively (at least the way I do it) is being able to skim the diff it produced and decide in < 30 seconds whether it's worth keeping or better to just throw it out and do it yourself



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