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File: Vulkan.png (81 KB, 1200x800)
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Making Games From Scratch with Vulkan 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
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/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: >>109933748
>>
>>109945158
imagine making 3D multiplayer FPS game with some cool libraries using Vulkan as a renderer

how cool would that be?
>>
>>109945196
vulkan scares me
>>
https://youtu.be/m1WAYk4LTFM

I'm gonna be painting now
>>
>>109945213
Watch Johannes Unterguggenberger's videos on it.
>>
>>109945311
I'm gon' check it out
>>
I'm embarrassed to ask but how do I get into lightweight 3D multiplayer game dev?

by lightweight I mean, I don't want to use pre-made 3D engine because it's very taxing on my 2017 PC.

Any suggestions? what would you do?
>>
>>109945597
Unity will work on your 2017 PC, you will never accomplish it on your own
>>
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>>109945609
>>
Do you guys know why you guys do all of this?
It's because it costs no money.
Painting for example, costs money for canvas for paint etc
but making a game engine requires only your time
>>
>>109945722
no
>>
>>109945722
One reason, sure, but that's not the entire picture.
>>
>>109945760
dont lie to yourself and me
>>
>>109946207
there's countless free hobbies on the computer from digital art to music production
>>
>>109945609
there has to be a way, how hard would it be to write a simple 3D renderer (I don't even want uber graphics) and then import some models, set up some animations (okay there might be some fuckery with that)

wish there was some sort of a lightweight 3d framework where you dont have to write all that shit for animation cameras materials etc
>>
>>109946260
>how hard would it be
how much experience do you have?
>>
>>109946328
some, I did a simple renderer with OpenGL following a tutorial, a cube rotating in space with textures
>>
>>109946260
you can already do that in raylib its pretty much all done. Heaps will also work. There are tons of solution but none of them will be easy to setup as unity or godot are and all have a steep learning curve.
>>
>>109946825
>raylib
Kys.
>>
>>109945722
>Do you guys know why you guys do all of this?
I'm working on my own game engine because it's challenging, full of problems to solve and I learn useful new skills.
It's like becoming really good at chess except that the skills I acquire more or less directly translate to useful skills in worklife.
>>
>>109946825
yeah AI told me that raylib is good 2 go too
>>
So should I use AI to help me understand how game engines work?
Or I should just quit it and use AI?
I saw a lot of interesting stuff I would like to learn about, like that MW2 + Stake 3 thing. But going through the source code for both of those is a bit of hard. I can't make heads of tails of it
>>
>>109948642
I've only wasted time and energy trying to use AI to help me with design.
AI can read documentation, it knows programming and it can help find bugs.
But when I don't know what I have to do, AI is total utter useless shit and the old adage of getting hands dirty is the best way forward.
>>
Why didnt they made it simple?
Vulkan I mean
>>
>>109945158
Total VULKAN VICTORY
>>
>>109949018
But the thing is. I want to learn how to do game engine dev work so I don't know anything. I guess what I'm trying to say is: do you more experienced anons think that I can use LLMs to teach and guide me (I was thinking about using a book like The game engine architecture book" as a guide while talking with an AI) when it comes to making a game engine?
>>
>>109949049
Yeah I just told you if you use AI to teach you design you're going to end up falling for all kinds of memes like signed distance fields or wasm.
If you use have a book to guide you AI is useful when you want more clarity on something.
>>
>>109946825
Also, raylib will stop if someone moves or minimizes the window, so all the characters will fly though the scene-mesh/world, and good luck getting shadowmaps, and other stuff working. You willing basically just end up using openGL with one hand tied behind your back.
>>
>>109949020
SDL_GPU is vulkan made simple
>>
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>>109949020
Vulkan is simple.
>>
I... I don't even know what Vulkan is... Am I NGMI?
>>
>>109950765
Not really, because you can learn what Vulkan is.
>>
Trying to learn Unreal Engine, while the C++ stuff is alright the animation stuff is a mystery. Like I can make a character move and all, it's not that difficult, but getting the character to play the waking animation while moving? And no, I don't like Blueprints.
>>
Is fixed-point on the CPU and converted to floating-point only for rending a fool's errand? This is for 3D.
>>
>>109951578
rendering*
god fuck me
>>
>>109951578
fixed point for 3D is a really stupid idea yes
>>
>>109950898
That’s good you dont like blueprints because that shit is gone in next UE
>>
>>109945722
>only your time
Not when I have my Codex subscription.
>>
>>109949020
They did make it simpler in version 1.3.
>>
>>109953343
you've got me on this one
>>
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gotta ignore it
>>
I will just grab Unity 2017 LTS and call it a day
>>
>>109953691
Godot UI looks more polished and modern Unity
>>
>>109953717
as funny as it sounds, I can figure out custom engines but I can't wrap my head around Godot
>>
raddbg just got a linux release
>>
>>109953799
pretty RAD
>>
>>109953302
I have heard about it but even though I don't like them the fact remains that the artists etc. seem to like them. The only reason they're switching to their scripting language verse is because it's much easier to integrate specifically tuned LLMs with such a language, I guarantee you, in UE6 they'll unveil some "prompt to make X" "feature" along the line.
>>
>have an urge to make a game engine
>masturbate
>???
>urge is gone
>>
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>>109945158
>Vulkan
NOOO YOU HAVE TO USE OPENGL OR I'LL FEEL INSECURE!
>>
>>109945196
there's nothing special about vulkan. it would be same as using d3d or opengl. all the tooling would be more work than renderer itself.
>>
>>109945722
that was definitely the case when I was making my shitty games as a broke ass teenager. gamedev is a nice and cheap hobby.
>>
>>109945158
What if I don't want to make a engine but a game? Is this the wrong general then?
>>
>>109955030
Nope, you’re in the right place. It’s game and engine dev general, we dev both games and engines in here
>>
>>109955030
sure, unless you’re using a prebuilt engine
>>
I’m finna write something raw, simplest 3D renderer to ever exist
>>
>>109955030
/vg/agdg/
>>
>>109955030
Yeah it's game dev AND engine dev
we all want to make games but no one in this thread has made any games
>>
>>109954479
This.
>>
so what tools am I supposed to use if I want to make a game and not a engine? Just pick unity or godot?
>>
>>109956991
Yeah, or any already established game engine you want or libraries you want (like bevy)
>>
>>109956991
If you just want to make a game Godot is a good one to start with.
If you want to use the "industry standard" (which is akin to having a cactus up your ass) use Unreal. Unity sits somewhere in between Godot and Unreal. You can make 3D games in Godot but it seems more suited towards 2D.
And then there's Bevy like >>109957168, or if you really want to get into the nitty gritty details, Odin + Raylib.
>>
>>109957168
>like bevy
>established
Kys tranny
>>
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>>109945722
I do it because the games I want to play stopped being made. NYC Hood Classics.

Modern spider-man isn't dark/gritty enough. Division 1 was the last game to really have a decent NYC feeling. GTA4 was 400 years ago.

Now developers are scared of black people in games unless they want to make them look gay. So my dream games will never be made by anyone else. I will bring back the 90s/2000s in my NYC game, when blacks were actually still cool.
>>
>>109957722
Why not use AI?
>>
>>109957736
let me posit your question with a few questions. in the theoretical world where AI can effortlessly do anything and everything, why do anything at all? what does a world where anyone can make their dream game with a few prompts look like? or let’s say beam it directly out of their mind and not use the constraints of a prompt. just the perfect version of the thing you wanted instantly. In that world why would I care about my game or anyone else’s? why would I want to make a game that an AI can already explore as part of a set of all potential games that can exist? why would I care about video games as a category of things that exist?

every time an AI-nigger tells me to use AI, this is ultimately the future they are advocating for. I don’t really want to live in that future. I don’t think anyone sane truly does. So please, leave me behind.
>>
>>109956991
So just make the game, not the engine? What, you think the vast majority of games before Unity or Unreal had a fancy separate engine with an editor and tool GUI? You just make a white square move on your screen, then make it collide with stuff and jump on platforms, and off you go from there.
>>109957168
>>109957513
And you people are the reason others are misinformed. Stop telling people they need Godot, Unity, or Unreal (or something like Love2D/Bevy/whatever) to make a game
>>
>>109957935
Misinformed? Not really.
Most people when they say they want to make a game have certain ideas in mind, in 90% of the cases those ideas are easiest to establish with an engine or a library. There's no reason make it hard on oneself unless one wants to.
Of course you *could* rawdog it, but nowadays that seems to be a rather niche thing to be done (unless you're into the demo scene or smth like that where every single kb counts).
>>
>>109958118
Or you know, to learn what's actually happening and know what you're doing so you don't end up with a game that looks like it's from 2002 and struggles to hit 60 on a 5070?
>>
>>109958306
You can't just single out unity like that bro.
>>
>>109958306
>hey claude I have finished my game, could you optimize it for me?
That easy
>>
>>109958348
why make a game? why not just have claude do the whole thing and play it for you too?
>>
>>109958306
That is more an issue of optimization really with most engine based games, e.g. "they exported the texture accidentally as 4098x4098, so instead of generating a mipmap...".
>>
>>109957722
>Now developers are scared of black people in games unless they want to make them look gay. >So my dream games will never be made by anyone else. I will bring back the 90s/2000s in my NYC game, when blacks were actually still cool.
Why would you put niggers in your game?
I guess if they're hood nigger enemies you can shoot that's ok, but still
>>
>>109958348
>breaks as soon as complexity goes past "retro 2D platformer"
>can't fix it, only breaks it more
>>109958510
A single 4k texture mistake will not cause performance issues, so it can't be accidental. If enough of those mistakes happen to cause shit performance for the end user then it was not a mistake.

Most people spawn an AActor for each bullet for their AK-74 in their UE5 shooter. This thing:
https://www.fab.com/listings/d95daf2f-eaaf-4bbf-9c50-6c4f02e017bf
Was really popular in the early days of Unreal 4, and it has (or did until 2018-2019 at least) projectiles represented by AActors (1008 bytes before you add anything, plus whatever UComponents which are about 600 bytes each). The guy implemented fucking pooling system for them because of it kek, instead of just using, oh I dunno, an array of structs with 2 Vec3s (24 bytes total)?
>>
>>109958627
>>breaks as soon as complexity goes past "retro 2D platformer"
Why lie? You aren't seeing what claude is doing in terms of recomps/decomps? Putting so many games together without breaking?
>>
>>109958627
>A single 4k texture mistake will not cause performance issues, so it can't be accidental
I concur:
https://youtu.be/dSpIhKZjlZU?t=255
>The guy implemented fucking pooling system for them because of it kek, instead of just using, oh I dunno, an array of structs with 2 Vec3s (24 bytes total)?
But have you considered even if you do everything yourself you might just program shit code yourself? Although that does sound retarded.
>>
>>109955030
You want to be productive instead of delaying it for 10 years?
>>
>>109958573
>Why would you put niggers in your game?
Because I'm not racist and enjoyed hip-hop culture in the 90s and early 2000s. Compare Saints Row 1 to the newest one. A good series ruined by modern aesthetics and design. My game design isn't just about black people though. Mostly just gritty New York gang shit. You can play as any race really.

>>109957736
I've spent the last decade+ learning all I needed to make the game I want. I don't use AI except as an advanced search engine for help with debugging and guidance on how to implement certain systems myself. Things I would have found online or figured out without AI anyway. I already have my workflow, it's bulletproof, I don't need AI to make anything for me. While the end goal is my dream game, I've always been interested in gamedev as a whole. There is no satisfaction in having it done for me.

Anyway, here's Xzibit from Def Jam: Fight For New York. The peak of artistic expression.
>>
>>109958371
>why make a game?
To play it and have others play it, maybe even profit off it
>why not just have claude do the whole thing and play it for you too?
Looks like you missed the point of a game deeply there
>>
>>109957722
this is the blackest 3x3 I've ever seen
>>
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>>109950898
Have a number from zero to one, and increment it when your character is moving. Zero to one represent the length of the animation, where the character is resting on the left foot at zero, resting on the right foot at 0.5, and back again at zero/1. Decide how fast the walking pace is, and animate it with references next to the feet. Thats what I do. I dont use UE though
>>
>>109959113
Im sorry, but 4chan is a purely racist site for racist people. Dont just waltz onto other peoples communities, with your weird modern ideas
>Mostly just gritty New York gang shit
If this is what you like then game development is way over your head. The people that made those games were slaves to their marked-trend chasing managers. Mathematics, thats what you'll need to like. Programming is the bastard child of byrocracy and mathematics. DO vibe code, and BRAG about how fast you vibeslopped it.
>>
>>109960853
>90s games
>weird modern ideas



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