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File: 1792428152163001.png (60 KB, 585x483)
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Three.js won 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
>>110064215
>>
Anyone here use Bevy?
>>
>>110113088
Vibe Chads won little pussy BITCH!
>>
these threads were the only thing I still regularly check on 4chan after pretty much living my life vicariously on here since 2010 or so. I'm probably just going to not post here anymore because of how insufferable it is. I straight up don't know of any other online community that exists that I could be bothered to engage with on this topic but I suggest that any serious person stop posting here and just leave it to the schizos and spammers at this stage.

mods = fags

I'm out.
>>
>>110113278
Okay see you tomorrow. Nigger.
>>
As the guy who saved the last thread from page 11 several times, I don't think I will do so for this thread.
>>
>>110114226
No one cares. I saved the last thread too. Web Chads won btw
>>
My bussy craves Rust but the pragmatist in me says modern c++. What should I choose, chuddies?
>>
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>>110114809
You should choose C.
>>
>>110114809
Zig Or Jai
>>
>>110114809
the aaa studio that was all-in on rust switched to angelscript. so that.
>>
>>110115020
angelscript sucks, why they do that?
>>
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Does anyone here uses LLMs only for programming? Do you guys still disclose AI usage on itch or nah?
>>
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>>110115330
Sometimes I do use LLMs for programming related stuff.
>"I broke the code in five ways to see whether the tests would notice. One change slipped through, a sign error in the normal’s displacement terms, because those terms vanish when choppiness is off. I added a test on the choppy surface that catches it, and the four other changes were caught."

Now it even breaks code on purpose!
>>
>>110113088
Everyone is using Bevy, it's the best engine for vibe coding because rust is the best language for vibe coding
>>
>>110113278
You don't have to announce you're leaving faggot
>>
>>110115020
Give me a deus vult on angel script
>>
>>110115330
this thread is for enginedevs. using llms would take the entire point away

shit slop prompt posting should be reserved for /vcg/. and yes you should disclose if you don’t want to be a lying rat leech. normies aren’t going to care that you vibeshitted the code anyway, they don’t hold it in the same regard as arts
>>
>>110114809
>modern c++
people do that unironically?
>>
>>110115330
me >>110109584
>mfw AI is beta-testing my engine rn that was built with AI in AI attempting to make a 2d rogue
>>
>>110118874
Based. Keep us updated. Love AI projects.
>>
>>110112905
i can never remember what order you're supposed to read those kinds of screenshots in
>>
>>110119039
The thing in a box is a quote tweet. So Mr. Doob, the creator of three.js, was reposting Tim Sweeney talking about three.js and adding his own context on top of it that Sweeney is competing with three. A repost with added context basically, like when someone posts a screenshot of something someone else says on 4chan. Then you just read down the line like 4chan. If you think of tweets in boxes as "screenshots" and think of it like 4chan where you just read down, it's a very familiar format.
>>
>>110119249
i see, thanks
>>
>>110116284
Most game code is poorly written. I don't see how AI code is any different.
>>
>>110112905
>we are making epic sloppier and more useless
Simply....epic. I don't know of a single purchase of any three.js "game"
>>
>>110119249
>it's a very familiar format.
In this case yes but in other cases the screenshot is reverse-chronological and you have to read a series from bottom to top
And the UI is all very faded and minimalist so it's usually not obvious at all what kind of screenshot you're looking at
>>
After months of trying to tard wrangle Vulkan into something usable I'm just gonna use a ready made HAL and call it a day.
>>
>>110119717
some people want to learn things instead of just mindlessly shitting them out, and enginedeving draws out higher quality programming than average by the barrier of entry alone
>>
>>110119717
He didn't say anything about code quality you stupid mong. Are you a broken record?
>>
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>>110115330
I want to... cause I can't code but want to make games...
is there hope for me if I only use free tools like opencode?
I don't want to make a game like "computer make me this game with these features from these other games", I actually want to make MY ideas, but I'm not sure how possible or difficult even is that?

what kind of steps would I even need to take?.. I'd need an engine, I'd need to figure out what features it would need, I'd need to structure things in a way that lets me work bit by bit cause feeding entire code in or even managing it would take millions of tokens and could also fuck up the things that are t broken... I'd have to debug a LOT probably.

how do real programmers make games? what is the process when you actually want to make your dream come true?
>>
>>110120309
How far did you get?
>>
>>110120558
engineers barely touch the code though
>>
>>110120558
What makes you think AI can't teach people stuff? Your head is so far up your own ass.
>>
>>110121246
Reasonably far a few times, could get a hello triangle in less than 100 lines with some of my layers. But that was with cutting corners that made the hardware restrictions too severe to feel like committing to them fully. And trying to abstract away those parts to make it more general would always collapse the whole thing.
>>
>>110112905
Working on adding light and reflection pathtracing to fallout new vegas in my rust rewrite engine
>>
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>>110120558
>enginedeving draws out higher quality programming than average by the barrier of entry alone

Not true, most enginedevs are retards. Not anymore no AI does it better. It's actually hilarious how bad most enginedevs actually are.

t.Uses free American University classes to learn game dev code

https://www.youtube.com/watch?v=RDdAcT7m3m8
>>
>>110121583
You learn from deeply thinking about a problem and also just doing it in general. Vibeshitting out a solution and reviewing it is not even remotely similar. You didn’t “do” anything, even if you sort of “know” the implementation from a broad architectural point of view.

>>110122463
>Not anymore no AI does it better.
AI only does it faster. I don’t know what world you’re living in if you think even frontier models produce higher quality than something written by hand by someone who actually gives a shit. AI code is still atrociously bloated, overly cautious (makes stupid assumptions and has stupid framing) and is only held together by a million AI generated unit tests. It is still not capable of reducing terms the way a human is and is divergent from how people actually program. It is still extremely crude despite how capable it is becoming. That’s why everyone still says “it’s great if you just don’t look at the code”
>>
>>110123389
There's a difference between
>Claude what's the most optimized way of doing X, so I can do why as part of my renderer. Build me an example
>research, debug any errors
>Okay claude onto the next part...

vs.

>GROK BUILD ME GAME

You seem to think it's one way or the other and if you vibecode it has to be way two
>>
>>110123493
nah both of those are vibe slop, you will forget like 80% of how your own handwritten code works in a few weeks, but you forget 110% how vibeslop works by the time you get back from the toilet if you are lucky so you might as well just have asked it to do the whole thing instead of larping like it's teaching you something
>>
>>110123582
Sounds like you're just retarded.
>>
>>110123493
You are still stagnating even if you do it the first way. Again, you just don’t retain information as well when you ask a particular question and you’re just told something at face value, or generate some code instead of writing it by hand even if you review it. You always learn better and gain deeper insights when you’re forced to struggle with it. And even if you’re already thought about or researched a problem before, memory is built on recall, not just being fed an answer, that’s why things like flash cards exist. If you don’t do it by hand your abilities will worser and if you struggle to do things that you used to do without the machine then you’ve already become dependent. The more reliance you put on it, the worse it is for you in the long term, as evidenced by the SWEs complaining they just can’t really write code by hand anymore after being forced to use this workflow for the last year. You can argue you don’t need this craft anymore in 2026, but I still think it’s just a foolish thing to give up to a machine even if it has to become relegated to a mere hobby.
>>
>>110114809
You already know the answer and it’s not Rust. Now the style of c++ you do doesn’t really matter.
>>
>>110123700
Someone in the thread mentioned Angelscript. What's the advantages of that and why did Embark switch from Rust to Angelscript breaking the hearts of trannies all over the world?
>>
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If your game is popular enough your coding errors become the graphics driver's problem.
>>
>>110119249
not reading all that, can you just put
1
2
3 4
on the OP pic?
>>
The other thread died.... so I guess /gedg/ is pro AI now?
>>
>>110125158
Always has been. Only a few turbo autists seethe about a tool every work place ever requires as a skill now (AI) and the tool we all use (web) as if it effects them either way what other people use.
>>
>>110125198
>Always has been
nah this thread used to have people who made games
>>
>>110125213
Nah. Bits and pieces of their engine demo reinventing the wheel for the thousandth time? Sure. Fully fleshed out games anyone actually gives a shit about? Not at all. Unironically the most successful game dev from /g/ there's ever been was a webdev who invented Agar.io and kicked off the great .io games era.
>>
>>110125233
>Fully fleshed out games anyone actually gives a shit about?
thats not what i said
>>
>>110125250
What you said is irrelevant and retarded. Why would you think "people used to make games" is inconclusive with AI?
>>
>>110125265
Nobody is posting about anything they made in this thread
>>
>>110125198
>a tool
A common misconception. It is actually intellectual outsourcing. You're not making, you're asking. Some people want to actually make things, and reinventing the wheel is how people learn how wheels work and how to make better wheels, not just being given a wheel when asked without actually understanding anything at all beyond a surface layer.

Hope this clears things up.
>>
>>110125271
The three.js guy seems to have stopped posting and just trolls now because some turbo autist seethes any time web is mentioned. The turbo autist won't post his own work anymore because his spongebobs got laughed at by a babylon.js guy years ago who probably isn't even here anymore. The other engine guy with thought out answers ragequit because of both of them fighting. The vibecoder spammer is probably on ban anyways because he kept posting dicks, and for some reason a bunch of vibecode general guys came in to look at it. So now we're at trolls trolling trolls coldwar where no one wants to post because people will just shit on each other's work.

Welcome to 4chan.
>>
>>110125342
>The three.js guy seems to have stopped posting
hes talking about it in this thread
>>
>>110125353
As in spamming posts about it...
>>
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>>110114809
>>
Guys, if anyone here is also making a game engine in PHP, sad news...
>>
>>110112905
What's better, PyGame or Love2D?
Do they have any advantages over the other one?
>>
>>110127005
lua is a way better scripting lang than python and people seem to really like love2d. my advice: bee urself
>>
>>110127005
python is agonizingly slow
>>
So, should I use AI to fully vibe code my game? Lots of games in the steam next feast are complete AI slop
>>
>>110127751
that depends. did you actually want to make something or do you only want the output? and if you only wanted the output, why would people want to play it over slop they can generate themselves? would you play other people’s generated slop?
>>
>>110127751
Can you use claude to make a fully functional game that won't work or feel like slop?
At least be the one who decides on all gameplay, balancing, dialogues, weapons/level design, overarching code architecture etc, and make sure to review all the code AI writes because every now and then it will output retarded slop that can backfire easily.
>>
>>110127892
not him but personally i couldn't really give a shit if the source code of a game is ai generated, as long as the game is fun to play (and isn't a buggy mess of course). tons of games that were hand-written were inefficient or a bit buggy but still excellent games, since you don't play games based on how good their source code is

the issue isn't that they're using ai generated code, the issue is that the barrier for entry is now greatly reduced so even people will little drive to make a good game can still make something, THAT is what i call slop, just low effort ai stuff, not all ai stuff, just low effort stuff
>>
>>110127892
I'm just feeling a bit undermined that is all. I"m seeing a lot of anons have fun over at /v/ make all sort of mods and games. One of my biggest sort of goals was to make every single gacha into a fully single player game (Think about Genshin/ZZZ and so on) and learn so much in the process but feels like anons can just whip claude up and get it done. Which I'm really happy because that means I get to play that too but at the same time, I'm questioning if going through the trouble of actually investing time is worth it.
>>110127912
I guess I can see where you can coming from. I would be happy to decide those things and let the heavy duty for Claude by at the same time. I don't want my game to be a complete black box since I won't know what is going on. I'm so frustrated and confused, I want to use this amazing tool for learning but at the same time learning is all about the struggle if you take that out, can you really say that you are learning anything?
>>
>>110127960
it’s worth it if you have fun doing it and like learning. if you’re the type of person who wants to use a premade engine in the first place then do whatever but as an enginedev autist the whole experience is about learning things from first principles, eliminating the black boxes and having full control over every single aspect of the code. at least for me, if I just vibecoded it, no matter how granular I tried to get with the process, it would defeat the entire point. also, from a philosophical point of view, I think the journey is intrinsically linked to and inseparable from the output. I am extremely biased against AI, though
>>
>>110112905
>working on a custom font format to avoid linking freetype
The outlines are encoded as 16bit integers and curves (quadratic only) are optionally encoded as 16.16 fixed point:
00 - begin-end segment (same as MoveTo)
01 - line to
10 - curve (control point + end point)
11 - curve encoded as 16.16

2bit tag-types are interleaved with data as a 32bit integer, 16 segments then other 16 segments...etc.
>>
>>110127960
if you have an idea for a good game and are determined to make it exactly how you want it to be, then it really shouldn't matter how you do it
>>
>>110128766
I know this is going to sound crazy but I don't really care about finishing the game but I would love to know how it all works together and have a good game because of the journey. I hate myself for watching 100 hours of john blow content fuck me
>>110128291
Thank you for the reply. I think I agree with you it's learning things from first principles getting your hands dirty and writing shitty code to come back to it later and refactor everything. Understanding the core elements that make up a game engine and seeing it all work together. The only major thing is how I can use LLMs to help me in this journey? I like the new tech but I can't find a system that works, a healthy middle fertile ground for growth
>>
>>110129027
well if learning how to do it is the point then i'd probably keep AI usage to a minimum, like for research and assistance rather than actually writing bulk code you don't understand
>>
AI literally turning this place into game development kindergarten
>>
>>110129087
gogo dada
>>
>>110129087
All the competent game engine devs moved onto the vibe coding general.
>>
>>110127005
Use Godot.
>>
>>110129132
competent programmers don't vibe code
>>
>>110129137
Then no one in the Linux Kernel is a competent programmer then
>>
>>110129148
Linux has been around for like 30 years before AI, and most of the programmers who contribute to it are incompetent
>>
>>110129148
The way things are going I may have to jump ship to openbsd in a few years.
>>
>>110129087
Guess there's some secret club where all the human posters went since only browns are left on this site
>>
Saar please do the needful and generate 3 Bit 384 bit encryption key while I redeem the street outside by shitting my vile diarrhea literally everywhere but in a toilet and also dump dead animals and toxic garbage in the river
>>
>>110108496
getting along with this
the path planner is essentially Dijkstra's algorithm
i found this blog post to be quite insightful on the topic of grid path planners https://www.redblobgames.com/pathfinding/grids/algorithms.html
the corner graph vertices are effectively the waypoints

the routes and algos for this are owned by the engine, and the engine only depend on the world grid and it's blocked tiles (obstacles)
blocked tiles are provided by the system that knows about them, that system is also the one to set the dirty flag on the flow field
the path finding system calls engine code to re-build the routes if the world has been modified and then updates movement for applicable entities
invoked by the system, owned by the engine
this makes the path planning algorithm easy to replace if sneeded

void pathfinding_system_c::execute() const
{
if (world_.flow_field.dirty)
{
rebuild_routes(world_);
}
// Attaching a runner_arrived_s changes the arrivals store, not the set of entities, so it is safe inside for_each_alive.
world_.registry.for_each_alive(
[this](entity_s entity)
{
game_ns::runner_s const* const runner = world_.runners.try_get(entity);
world_position_s const* const position = world_.world_positions.try_get(entity);
game_ns::velocity_s* const velocity = world_.velocities.try_get(entity);
waypoint_s* const waypoint = world_.waypoints.try_get(entity);
if (runner != nullptr && position != nullptr && velocity != nullptr && waypoint != nullptr)
{
steer_runner(world_,
{.entity = entity, .runner = *runner, .position = *position, .velocity = *velocity, .waypoint = *waypoint});
}
});
}


the engine is integer arithmetic only, vertices are stored in a fixed order
the same grid and goals give the same vertices, so the system should be deterministic across hosts and peers
>>
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>>110113278
AI jeets and Tech Bros infested every public space, anon. your only option is small private communities now sadly. anons on this thread used to discuss engine-making and such autistic stuff, but now they all escaped to private severs and other sites.
>>110113216
>>110115330
>>110119717
>>110121325
at least pre-AI jeets were autistic enough to discuss building custom physics engines in this thread for their google play shovelware, instead of these subhumans
>>
>>110130530
>now they all escaped to private severs and other sites.
no we didnt
>>
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>>110130546
pyw
>>
>>110130567
havent done any visible work in the past few months but if there were other places to go i'd be there seeing this thread is only AI discussion now
>>
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>>110130588
godspeed, anon. i also hope the jannies cleanse this well from its poison. i miss getting awed by engine-devs autism
>>
>>110130653
someone should make an AI gamedev thread but they're probably just gonna cannibalize this one
>>
>>110130659
>cuck coders can't even make their own thread without stealing existing one
kek, ironic
>>
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>>110130659
>>110130682
it has been made luddites >>110130722
>>
>>110129284
it's probably some private discord server(s), now all the devs stuck here are rotting from the needful
>>
Any reason for why the same 4 fucking losers spam the other thread with AI all they long? i seriously hope that they are bots

>>110131470
There are not shut the fuck up. The reason why people gather here is to escape from you transexual retards.

This is so weird it must be a raid. Canada and Belgium. Belgium has how many french now? 29%? I mean it explains why they also call the other guy a pedo.
>>
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>>110131483
>ESL namefag
>>
>>110131517
Incredible, the guy playing the dogshit millenial garbage game is able to read. Impressive dude,what's next? want to discuss the intricacies of what's basically the equivalent of a flash project?
>>
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>>110131528
>ESL namefag threw a tantrum over the cat sex game
>>
>>110131539
Manchild
>>
>>110130736
thank you Elara Voss, very cool
>>
bumping this thread. there is barely any heartbeat.
>>
>>110114853
>zig

I picked it up recently. it's been really fun. made a simple game to learn the language and i'm still running with it.
>>
>>110130682
The thread died before AI Chads saved it multiple times last time out of pity for you. The other non-AI Chad thread died. You LOST tranny!
>>
>>110132983
the ai gamedev general is cucking this one kek
>>
>>110133067
I made this thread (to piss off the anti-three.js guy and it worked >>110113278 ) and even I'm probably just gonna move there.
>>
>>110133083
we'll all miss you
>>
I guess AI really won at the end huh
>>
>>110133067
>>110133097
Post your AI generated game.
>>
>>110133116
Don't encourage him
>>
>>110133130
Why? Posting and discussing games is more constructive than pointless shitposting.
Also I have strong suspicion that this guy haven't managed to make a single even with help of an AI. But I'd love to be convinced otherwise.
>>
>>110133154
Then go into the AI game dev thread, they are discussing games right now
>>
>>110133154
>>110133217
keep that whiny luddite out, let him rot with namefags
>>
>>110133217
Good for them but I have no use of AI game dev thread as I do not use AI to make my own games.
>>
>>110133294
Oh so you don't ship anything?
Understandable
>>
>>110133307
I made a bunch of games. I even posted them in last thread. The one I'm working on was the one I used in last OP.

What are you working on? Can you share a demo or a video?
>>
>>110133154
this isn't the AI game thread
>>
>>110133576
Cool. Still, posting and discussing games would be a great improvement to this thread over its current state.

So why not share your demo or a video?
>>
>>110133613
It's better no games get posted than AI shit
>>
>>110123493
>AI code is still atrociously bloated, overly cautious (makes stupid assumptions and has stupid framing) and is only held together by a million AI generated unit tests.
He's right.
I've worked with making a small engine and also done a lot of agentic coding at work. No matter how many harnesses, agents.md tweaks, "prompt engineering", or multi-agent workflows(having empty context AI's review commits, having multiple implementations made at once and picking the best) I do, the code STILL contains all the flaws Anon described.

And the problem is that these errors ACCUMULATE OVER TIME because the context bloat one agent adds is read and used by another. The way successful developers(terraform, Valve) are using AI right now isn't actually to write their code from some hyper-specific spec, it's to create what amounts to "throwaway" code that hammer all their use cases for the kernel of functionality they've made.
>>
Notice how this thread, no one is posting anything, no progress. No models. No webms. Nothing.
Curious.
>>
>>110133627
>I've worked with making a small engine and also done a lot of agentic coding at work.
Skill issue. Sweeney is openly using AI on Unreal now. Why should I listen to you instead of the most successful engine of all times?
>>
>>110133643
>>110133649
why are you still here, you got your AI game thread
>>
>>110133660
I made the thread little bitch. I'll be here as much as I want.
>>
>>110133666
you have Indian vibes
>>
>>110133626
I disagree
>>
>>110133717
this thread was made for people who liked programming games
>>
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>>110133666
enjoy your throne king, the ai thread is so comfy that i miss coming back to see these luddites arguing amongst themselves to farm izzat >>110133678
>>110133643
>>
>>110133723
Cool. So how about you post WebM of your game?
>>
>>110133744
no
>>
>>110133751
As expected
>>
>>110133781
you don't understand the point of this thread
>>
>>110133751
It's lolis isn't it
>>
>>110133791
The point of this general is to share progress on your games and engines.

So unless you are larping as a gamedev, you should be able to post a progress update.
>>
To be fair, posting work in progress of games has become more and more difficult due to cloning. I do post progress in some game threads, but I am avoiding showing half of the game concept on it, so I am only posting the more generic part.
>>
>>110133825
There's like 5 gamedev threads on 4chan
This is the programming one
If you're using AI that's not it
>>
>>110133852
You must have confused me with someone else. I do not use AI for anything.

Now, why not post a WebM or demo of your game?
>>
>>110133862
I'm not accusing you of using AI
>>
>>110133872
So, why not post your progress in a general dedicated to doing just that?
>>
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>>110130659
it was made, and the nodevs are still cannibalizing themselves in here and in agdg, even without ai bros around. the real issue was izzat farmers arguing about being devs instead of devving. the mf ai thread got none of them cause theres no izzat farming from slop.
>>
>>110133884
I do
>>
>>110113088
Yea
>>
still not a single webm btw
>>
>>110133911
>webm
>programming thread
>>
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>ai dev thread about to surpass this one in less time
total nodev death kek
>>
>>110134035
Why are AI users so insecure?
>>
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>>110134056
cause they can find the vulnerabilities
>>
>>110134056
they're neets who are betting that some saas corpojew project will make their lives less shit. Shitting on that makes them feel existential dread.
>>
>>110123582
>but you forget 110% how vibeslop works
how? solid markdown files solve your complaint... in fact that's basically what the new good programmers are going to be: proficient in multiple languages with expertise on AI/ML and LLM markdown

my RULES.md for small 2D games already like ~2000 lines, and my SKILLS.md refers to ./resources/*.md massive library that exceeds 100k which is essentially vetted code templates
>>
>>110134153
>>>/aigd/
>>
>>110134113
>mfw vibe chadding at work, while shitposting on 4chan, while vibechadding my own personal projects in the background

feelsgoodman
>>
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Bevy is good.
>>
>>110134153
>>110134174
>>110134195
>>>/g/aigd
>>
https://matrix-game-v4-0.github.io/page/

whatever you think you're doing now is a waste of time
people are already able to clone your game before you even release, soon it will be instantaneous
but the future of gaming will just be users prompting AI for a graybox world and the exact graphics/visuals they want for free
I give it maybe a year until gamedev is completely financially unviable as a business model, AAA will not last either
save yourself the mental anguish before it's too late
>>
>>110134731
>>>/g/aigd
>>
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>>110130736
>the ai thread just surpassed this one and is more productive and civil.
you just made slop history anon kek
>>
>>110134731
Nice, can you post it in the other thread too so we can talk about it there too? I have questions about it but would prefer talking with my fellow Chads while the luddies shit their diapers.
>>
>>110134731
Fine if you're not gonna post it in /aigdg/ I'll ask here. How are the meshes created? Is it gen ai over top low poly shit like that DLSS shit or is it actually generating models?
>>
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>>110134731
>83 fps on a 5090 at 480p

Never mind don't answer, I'm good. I'll wait for that three.js renderer.
>>
Vibe Chads won. Three.js won. YOU TRANNIES LOST!
>>
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>>110130659
why did you say this, they >>110130736 actually made the thread because of this and now there's an AI gamedev nest on /g/
>>
>nooo they are going to post progress and actually talk about the games they are trying to dev!!! please mods shut it down!
>>
Working out some stuff with ecs and storage buffers. Set up fixed step game loop but nothing is moving yet.
>>
>>110137694
nice but why ECS over just doing fat struct kino?
>>
>>110137694
U using AI?
>>
>>110137694
Wow some fucking squares great job retard
>>
>>110138507
Yeah I use AI to check code and make suggestions. And sometimes for boilerplate so I don't have to type it myself.

>>110137972
I plan to have a lot of entities and a lot of components ... possibly

Maybe someone can give me the fat struct redpill. Right now, sparse sets just seem so perfect.

>>110138759
You sound bitter.
>>
He's right you've been working on that vulkan renderer for like 2 years and all you have is 3 cubes? a GL chad would have actually made something by now
>>
>>110138798
>He's right you've been working on that vulkan renderer for like 2 years and all you have is 3 cubes?
In my defense I started over like 7 times. But I wanted to try out some different things. Maybe this renderer will be "the one". Or I might just start over again.

>a GL chad would have actually made something by now
true ...
>>
Performance larpers have brainwashed people into using ECS or "fat structs" instead of just attaching components to an object like a normal person
>>
>>110139180
fat structs aren’t for performance, they are for convenience since they let you use all objects down the same codepaths and you can afford the speed loss because gameplay code is never really a bottleneck unless you’re making an RTS or something

you can do the fat struct version of what you’re talking about by changing the tag from a class type identifier into a bitfield of features/components the object uses. you lose the SoA layout inherent to ECS, but again it doesn’t matter for only <10 thousand objects or whatever your shitty indie game needs
>>
>>110139648
fat structs are a performance larper idea where you throw architecture out the window for supposed performance gains from data locality
>>
>>110139683
If they were about performance, they would be SoA. They aren't. They are specifically for not turning your codepaths into rats nests to handle incredibly small and annoying deviations of features between object types that would have made anyone doing old and retarded inheritance hierarchy modeling put a gun in their mouth.

They are about simplicity at the cost of some performance. For an indie game, they are just kind of a no brainier default position to take.
>>
>>110139786
The term comes from this guy: https://levelup.gitconnected.com/fatty-structs-casey-muratoris-approach-to-data-structure-design-ad4753caaf6b

Composition is better in most cases even for your indie game
>>
>>110139801
>Composition is better in most cases
my point is that even if it is you can walk and chew gum at the same time while reducing complexity. you don't need a "component system" to have component-like functionality

https://www.youtube.com/watch?v=UolgW-Ff4bA
>>
>>110139844
my point is that regular composition is the best method where you have a data structure with pointers to components instead of ECS which is over-engineered or "fat structs" where you inline every component up front
>>
I can't wait, sirs.
https://www.unrealengine.com/news/2026-epic-ai-megajam
Are you partaking?
>>
>>110139868
I would rather just throw it in a giant struct because I can afford to, and because it's easier and it's not the bottleneck. I don't really see the advantage in doing it your way.

>where you have a data structure with pointers to components
Do your structs have a pointer for every component type or is there something dynamic going on?
>>
>>110139907
>I don't really see the advantage in doing it your way.
extendability
you can add new component types without having to implement every single possible type of component in your base structure
that's one of the basic lessons of OOP
>>
>>110139920
>you can add new component types without having to implement every single possible type of component in your base structure
But with a fat struct I can just add a new bit in the components flag and a branch with the new functionality in the codepath, like, trivially, and I don't end up drawing arbitrary lines around the data, all of it is there to be accessed, even for really weird obscure cases.
>>
>>110139943
if you can't see the benefit to layering programs and being able to extend functionality by adding stuff ontop instead of going in and updating one large registry then you're only writing trivial programs
Imagine having to deal with hundreds of component types all in the same place
>>
>>110139952
I understand what you're saying, but in reality, the line drawing tends to hurt you and make you have to use shitty hacks that create dependencies when you worked so hard to decouple everything in the first place. Game logic is one of the messiest and unpredictable kinds of logic nests out there. You can't correctly draw the lines in a way that won't bite you later. Entities have to interact with eachother, that's like the whole point of a video game. I would rather use a fluid architecture that maximally allows for modeling that interaction in any way imaginable. You can still reduce terms by thinking about objects as batches of functionality and writing the logic for how different functionality interacts rather than how different objects interact to avoid a full unmaintainable combinatoric explosion.
>>
>>110140032
>in reality, the line drawing tends to hurt you
Trying to handle everything in one big blob because you don't want to try and organize it hurts you, it just becomes unmaintainable
>You can't correctly draw the lines in a way that won't bite you later.
You can, it just takes experience
>>
>>110140048
>You can
You might be able to, but only after you've already solved the problem before and know every single possible case. But even then there are still tricky corner cases you will scratch your head trying to figure out how to eliminate while maintaining these lines.

You definitely can't do it before the problem is fully explored, in this case, before the gameplay is set in stone. Otherwise there will absolutely be times where someone might say
>can you make it so this happens when this other thing happens?
and you won't have an easy answer because you wrote yourself into a corner.
>>
>>110140048
>>110140032
you are both retards. the oop guy more retarded than the guy though. default to fat structs, you can implement new features and just not add funcs for things that don't need them, everything is laid out in big list on your computer, but you can organize things nicely in code, e.g. regions, etc. C# even let's you split it into a lot of tiny files if you want. No need to add "restrictions", not adding restrictions is not a "lack of organization", on the other hand, sometimes it does make sense to break things up into different structs, etc. no one is saying use one big fat struct for everything in you app. adding a new struct for "aesthetic" reasons is retarded. Refusing to ever ever add a new struct is also retarded.

>>110140032
is largely correct, but seems to be overcorrecting, as if there is a silver bullet, one size fits all. there is not. but starting out with fat structs and refusing the oop insanity is a good start. refusing oop does not mean refusing interfaces, sometimes you need an interface. Many times you don't though. And oop people will tell you to do a lot of stupid shit, but sometimes good approach just happens to overlap with oop practices. just don't blindly follow either camp.
>>
>>110140105
You have this really strange assumption that laying some groundwork is going to heavily restrict you later
If I have an Entity class and it has some Renderable, Collidable, Sound, Animation components that can be attachedI am not restricting what I can do, I'm just folding similar code into a group
>>
>>110140109
>default to fat structs
oh yes I want to have a struct with every possible renderable object and every possible collision shape all laid out next to each other
>>
All of you are retarded.

Every discussion about performance without benchmarks attached is absolutely pointless. If in doubt, benchmark it. Otherwise you are just talking out of ass.
>>
>>110140126
We're not talking about performance
>>
who let these retards in >>110140120 >>110140126
>>
>>110140138
The only reason to care about data locality and how things are laid out in relation to each other is performance. There is no gameplay advantage of having related data grouped together.
>>
>>110130736
thank god, PLEASE stay there cucks
>>
>>110140170
If you actually read the posts we're just talking about how to organize code
>>
>>110140170
Entity gameplay logic is not a bottleneck you fucking retard. This is about architecture choice for maintainability and flexibility.
>>
>>110140178
no we are talking about how to organize the structure in computer memory, and what to expose as "public". the whole idea being, don't add arbitrary restrictions unless you need to. you won't know what you will need later. Now if you have a good reason. e.g. these two concepts are entirely disjoint, then by all means split them into two structs. Or perhaps benchmarking tells me this is the cause of my bottleneck. but no reason to make a million opaque structs by default.
>>
>>110140212
what arbitrary restrictions?
>>
>>110128343
>avoid linking freetype
Nice.

>>110138775
You just put everything in one fat struct, using zero/identity fields instead of sum times. (This is a consolefag dev cope for having D-tier tooling & standard libraries.)
https://levelup.gitconnected.com/fatty-structs-casey-muratoris-approach-to-data-structure-design-ad4753caaf6b (I have not read this link.)
>>
since we are arguing about fat structs I am blessing this thread with basic but comfy anton kino
https://www.youtube.com/watch?v=ShSGHb65f3M
https://www.youtube.com/watch?v=-m7lhJ_Mzdg
>>
Game where you are Saars losing izzat because you use 4 as the private key

thougts?
>>
>>110140401
>MAX_THINGS
is this one of those idiots who uses static arrays for everything
>>
>>110140562
no, he is replicating a simple example in a limited time window, but setting a hard limit on entities is a good constraint to make regardless.

anton is a guy that worked on the playstation move, the dreams engine and little big planet. those things aren't necessarily amazing or anything, but he is no idiot
>>
>>110140588
that's an awfully defensive response for "no"
>>
>>110140597
ok
>>
Claude wrote bunch of retarded shit and even more so retarded, useless comments.
You really can't let it do any decisions or implement features from group up. Refactoring and debugging it really the only thing it can do reliably without fucking up the codebase.
>>
>>110140562
what's wrong with that? why would i want to grow memory at runtime and risk memory decohesion?
>>
>>110140612
go away >>110130722
>>
>>110140617
>risk memory decohesion
you're a performance larper
>>
>>110140621
Why would I go to vibe coding general if I do not vibe code?
>>
>>110140617
>why would i want to grow memory at runtime
Because the memory usage of most of video games is not deterministic and necessitates dynamic memory management.
>>
>>110140632
>I do not vibe code
>Claude wrote bunch of retarded shit
>>
>>110140632
Cleaning up LLM slop constitutes vibe coding.
>>
>>110140646
Yeah. There is difference between vibe coding and delegating some chore task to an AI agent. My codebase is 6 years old, I obviously did not vibe coded it. But that doesn't mean I am not going to use AI tools for basic refactors just like I used linters and regex based tools in past.

>>110140651
Not by the original definition of that term.
>>
>>110140644
NTA but video games are ruled by reasonable constraints. I don't really understand why someone would design an entity system to have no limits and just let performance degrade as the entity count gets too high for the hardware to handle. Stack memory exists just fine being static despite the dynamic nature of a call stack. It just uses a reasonable constraint.
>>
>>110140678
>I don't really understand why someone would design an entity system to have no limits and just let performance degrade as the entity count gets too high for the hardware to handle
Have you played a video game before?
>>
>>110140685
yeah, most have hard constraints on the max number of entities. they don't use dynamically growing memory for that
>>
>>110140693
99.99% of video games written after the early 90s use dynamically growing memory
You can say "use a static array based on what you know your game uses", but then it's like what if on one level there's 10,000 orcs and 1 dragon, and on another level there's 10,000 dragons and 1 orc
>>
>>110140678
>I don't really understand why someone would design an entity system to have no limits and just let performance degrade as the entity count gets too high for the hardware to handle.
Different hardware will have different limits. Why would you artificially limit the scale of your game instead of letting people use their PC to its fullest(if gameplay permits)? Just look at UPS optimization in Factorio megabases, fully utilizing your hardware became an art in there.
>>
>>110140710
>but then it's like what if on one level there's 10,000 orcs and 1 dragon, and on another level there's 10,000 dragons and 1 orc
I don't know, use a tagged union? there are a million ways to approach this problem

>>110140725
that's still a hard limit, dummy. he's talking about growing a dynamic array of entities over time or C++ new delete RAII shittery
>>
>>110140644
>>110140628
So you have no argument? Why aren't you complaining about compilers not defaulting to an infinite large int to store the puny length of your penis?
>>
>>110140740
>that's still a hard limit, dummy. he's talking about growing a dynamic array of entities over time or C++ new delete RAII shittery
How do you think Factorio allows users to grow their factory until their hardware gives up? It's because dynamic memory allocations among other things.
>>
>>110140740
>I don't know, use a tagged union?
what if they're significantly different sizes? you're still wasting memory
literally a solution for a problem that doesn't exist, there's no downsides of dynamically growing memory
>>
>>110140632
That general was for any kind of AI gamedev, no? It doesn't mention vibe coding in the OP
>>
>>110140750
the arguments have already been posted
>>
>>110140750
>So you have no argument?
I have stated my argument already.

>>110140755
Good for them? I have been posting in this thread for a good while and made OP/kept it bumped for most of that time. I do not see a reason to migrate to another general just because some anon is upset I asked claude to update one of my dependencies. (which it done in shitty way and now I am rewriting pretty much everything except the renames)
>>
>>110140773
>OP
past OPs*
I obviously wouldn't make a shitty social media screenshot OP like this one.
>>
>>110140751
I suppose that makes sense in an autist sim where you have ridiculous numbers of systems interacting with eachother but that's not the general case

>>110140752
>what if they're significantly different sizes?
oh no, not an extra 96 bytes per entity! that's almost 1 megabyte worth of data! I would say that just being able to keep indexing is an easy trade off to make, since data memory is fucking nothing. your memory budget comes from assets, not your entity structs

>there's no downsides of dynamically growing memory
pointer invalidation
triggering a growth may hurt your frametime
your game can fail if you run out of memory
>>
>>110140795
>pointer invalidation
you don't need to move pointers when you grow memory you just use the new memory for new stuff and keep the old memory
>triggering a growth may hurt your frametime
it won't, allocation is fast
>your game can fail if you run out of memory
and it'll fail regardless of if you allocate it at startup or during runtime

I gave you a simple example, if I were to statically allocate arrays for everything in my current game based on max usage I'd be wasting gigabytes
>>
>>110140773
>>110140759
Your argument is that we may need more memory? Just double your constant then moron
>>
>>110140822
memory is used for different things, if you allocate for the max of each thing you're wasting a ton of memory
you can just do one big typeless allocation, but then all you've done is reinvent dynamic memory allocation with an upper limit for absolutely no reason
>>
>>110140795
>I suppose that makes sense in an autist sim where you have ridiculous numbers of systems interacting with eachother but that's not the general case
It makes sense for most of the games. You never know if someone doesn't decide to just spawn 10000 enemies in sandbox/map editor to see what happens. You never know if someone will play on potatoPC that can't handle 16v16 deathmatch but is fine in small 1v1 aim map. Your game needs to be able to adapt to different constrains.
Every hardcoded limit becomes a problem if your game or engine lives long enough. Just look at gmod, everyone has computers strong enough to handle huge worlds but source 1 is stuck at smallish maps because of hardcoded limits which cause maps to be heavily limited in size and require awkward teleports to pull off the illusion.

>>110140822
And that will exclude players with weaker machines.
>>
>>110140837
you are wasting memory regardless when you need to reallocate, your program has no control of when the OS reclaims it
>>110140838
If the weaker machine cant handle the allocation up front it wont handle the dynamic allocation later and performance will generally be worse with dynamic allocation which is even more of an issue on weaker machines

still no valid argument
>>
>>110140860
>handle the allocation up front it wont handle the dynamic allocation later
Reread that post. I explained why generally this isn't true.
>>
>>110140876
no thanks
>>
>>110140860
>you are wasting memory regardless when you need to reallocate
No, see previous example >>110140710
>>
I freaking love C#, but you can't do shit with it if we're talking abour serious deving
>>
>>110142672
thousands of games have been made with C#, it's second only to C++
>>
>>110142676
games not engines, I know I can just hop on Unity and dev till infinity but...
>>
>>110142687
use MonoGame or something then
>>
>>110142672
Skill issue
>>
>>110142714
tell me your secrets
>>
>>110142716
Span
>>
>>110142714
You can't use it for engines, it's a toy scripting language.
>>
>>110142965
>it's a toy scripting language.
do you have any idea how many games use it
>>
>>110143312
Sure enlighten me. How many engines are made from C#? And I don't just mean embedded scripting for the devs like Unity. I mean actually made from C#.
>>
>>110143330
https://github.com/ppy/osu-framework

C# is king. All other OOP languages are meme.
>>
>>110143658
>2d engine
Yeah, we said serious engine. As in for performance. You can use any language for 2d meme games.
>>
>>110143702
yeah I'm sure your game is too good for C#
>>
>>110143707
Yes. It is. Using C# for engine building is Jeet tier. There's nothing wrong with leaving it for people to script with but come on now. You're below web devs, at least they use C++ and Rust in WASM where ever performance gains can be made.
>>
>>110143734
Tell us about your game then
>>
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>>110143702
>the baiter moved the goalpost
Got ya ass.
>>
>>110143746
My mistake, I forgot people make 2d games still. Sure, use Scratch for 2d I don't give a shit. When I said serious I meant in places where performance actually matters. 3d.
>>
>erm the hecking engine is outdated!!!
dont care, I got THREE THOUSAND DOLLARS just by cloning current FOMO slop :)
>>
>>110143739
>no response
>>
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>>110143734
>Yes. It is.
>>110143761
I'd make a C# 3D game engine with zero performance focus and it'd be better than your larped-ass ""game engine""
>>
>>110143840
you’re killing video games and you’re brown
>>
>>110143658
>garbage collected
>>
>>110145755
As a good language should be.
>>
>>110144447
You have never made shit that anyone used in your life
>>
Been making this with Godot. Should I port it to Three.js for web?

https://weswaregames.itch.io/hamburger-hill

https://www.youtube.com/watch?v=RfMFSyhR7qg

Some actual gameplay here: https://www.youtube.com/watch?v=0O0hqaNV-E0
>>
>>110148975
AI can make games in Godot?
>>
>>110148975
what does this have to do with gedg
>>
>>110147281
Notice how you didn't even attempt to defend the engine. Glad we agree it's trash.
>>
I don't know why I bother coming here anymore, there isn't a single meaningful discussion about game development anymore.
I guess I will stick with the AI game dev thread
>>
>>110148975
can't Godot run in a browser?
>>
>>110150091
why are AI bros so insecure
>>
>>110140663
>Not by the original definition of that term.
The original definition has been completely killed if, if you use agentic coding at any capacity you are vibe coding.
>>
>>110150218
>The original definition has been completely killed
For you.
>>
>>110148975
Hello fellow three.js Chad. That would be smart, but if you want to do less work a guy has made a fork of Godot called Godot webGPU you can try porting it to. He actually copied the nanite-like meshlet ability from three.js and got it even more performant than three.js's.

https://x.com/davidpwalter/status/2059743857244336185
>>
Vibe Chads won, Three.js won. You lost, trannies.
>>
So, I decided to make my dream custom pathfinder, since it seems these days I can rely on AI for the heavy math part. I avoided this in the past because it takes too much energy to learn all the more specific calculations I would need, however since AI seems to be better at math than me, why not try? First impressions are good, though claude is waaaay too productive, I want to progress a little, the mothefucker just pumps full solutions, and I have to keep searching math concepts to be able to follow it. Even though I am not relying on third-party libs, it still feels like a blackbox., since I cannot grasp everything.
>>
>>110152095
what's a pathfinder?
>>
>>110152095
>>110152095
>>>/g/aigd
This thread is only for NO AI USAGE you stupid motherfucker
>>
>>110152133
Make a /noaigedg/ then faggot you didn't make the thread
>>
>>110152201
this IS the no ai thread retard
>>
>>110150670
>>110152018
>>110152095
These are all the same poster
>>
>>110152208
That's funny, I don't see where I wrote NO AI when making it. I didn't see NO AI in the other one you faggots made that DIED either, retard. You lost little bitch.
>>
>>110152216
>>110152217
called it lol
>>
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>>110152226
66% correct
>>
Wow, sloppers are shitting up the thread again despite having their own dedicated thread. It really is just about shitposting. Who could have possibly foreseen this?
>>
>>110152285
>Zero posts of people showing off their game engines this thread
>DURRR IT'S THE AI PEOPLE SHITTING UP ALL OUR NOTHING
>>
>>110152285
It's literally just one Indian
>>
>>110152133
I mostly hand-code, but I will use tools where I need them, the same way we use libraries. I do not partake in full vibe code or their slop threads.

>>110152216
Well, I'm not. Before AI, this very general helped me with math stuff. And still does at times. But even the most hardcore devs around here now default to "ask AI for that" rather than helping figure out the math stuff. It is the new google it, but for even less obvious shit. And by the way, you are as much of a shitter as the tree.js guy. Schizos, their followers, and their dedicated antis are all part of the same circus.
>>
>>110152558
Do you think that pathfinding is "math stuff" or what do you mean by pathfinder?
>>
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>>110152558
Check out Simon Dev's video on path finding. He used to be a bigwig in the gaming industry and retired. Now he does web and makes video courses on optimization stuff.

https://youtu.be/kuy17LVDESk
>>110152599
Excuse us retard, the men are talking.
>>
>>110152715
Nobody asked you
>>
>>110152726
Excuse us Rajeet, we're trying to talk about path tracing here. Keep your melties down so we can talk about game engine development, in general.
>>
>>110152738
You know nothing about game development and only post sensationalist garbage and insult people
Path tracing is a rendering technique
>>
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>>110152744
Reread what he wrote faggot. Now we all know you're a larper.
>>
>>110152781
path finding is different to path tracing
>>
>>110152789
Yeah, and he wrote pathfinder.
>>
>>110152715
Simon is huge, I forgot to scan his channel on this topic. Will watch for sure, thanks anon!

>>110152599
You must be retarded. But whatever. I am coding something similar to: https://www.radicalfishgames.com/?p=498

I create the polygons/navmesh from my tiles data, and I want similar movement as they did in CrossCode for the pathfinding algorithm. This process is way more involved than I thought, both building the proper graph out of the polygons and integrating the A* with things like "always cross orthogonally over edges" and "cross the edge and point closest to the line between the current position and the target". Plus, I have other needs that I want to consider, including supporting other types of algorithms (such as https://www.redblobgames.com/pathfinding/distance-to-any/), and I want/need my lib to be pure Lua.

All that is too much knowledge altogether to parse for my level, and there are a few math concepts to consider, especially for performance, heuristics, and dealing with polygons.
>>
>>110152804
>You must be retarded
I'm not the guy who thinks pathfinding is math
>>
>>110152816
>https://en.wikipedia.org/wiki/Pathfinding
Seems to be under the umbrella of graph theory, which is "mathematics and computer science". Happy to be corrected with the right term if you are offended with me referring to pathfinding as math-related. It is not my field of expertise. I just want to make my entities find their way.
>>
>>110152804
He has an entire course on game maths. Can't guarantee it covers path finding because I bought it years ago before it was finished and only did a few sections of it. But he's a genius at optimization so it might be worth taking his course if you're interested and have the money. I think it was like 50 dollars or something not too bad.

Also just ignore the other guy. He mistook Path Tracing and Path Finding and can't admit to it. See >>110152744 where he started rambling about path tracing being a renderer technique when no one but him even mentioned path tracing. He's 1000% a larper.
>>
>>110152849
>where he started rambling about path tracing being a renderer technique when no one but him even mentioned path tracing
>>110152738
>Excuse us Rajeet, we're trying to talk about path tracing here
do you have brain damage or something
>>
>>110152847
assembling a navmesh is geometry yeah but when you say "pathfinder" I assume you mean the algorithm that finds the path which is A* which is like 20 lines of code you can find on Wikipedia
>>
>>110152854
Oh seems I did make a typo. My mistake. Clearly I meant path finding when I said it here >>110152715

You're retarded for not realizing I made a typo there when I already typed out path finding.
>>
>>110152868
you're one of the worst posters this thread has ever had, aggressive yet no knowledge on anything whatsoever
>>
>>110152927
Excuse us Rajendahar, the men are talking about path seeking.
>>
>>110152849
>He has an entire course on game maths
Can we get a link? i want to see that
>>
>>110152936
You aren't talking about anything, you're doing the only thing you know how to do, post a link to a tweet or a youtube video
>>
>>110152944
Oh it's 200 dollars. I believe I got it on sale for like 50 dollars or something cheap. Probably one of those things where you enter a promocode to get it for a fraction of the price.

https://simondev.teachable.com/
>>
>>110152944
Oh sorry disregard >>110152963 that's the bundle that's 200. The game math one I bought WAS 50.
https://simondev.teachable.com/p/game-math
>>
>>110152963
>I believe I got it on sale for like 50 dollars or something cheap
How good is it?
>>
>>110152992
Paid gamedev courses are a complete scam because you can find all the information for free
>>
>>110152992
I did the first few parts only years ago. Easy to understand though. I went in with basically no math knowledge. Stopped around the Quaternions section to start working on a multiplayer engine and just never continued the course. One of those things "I'll keep going later" that I just never picked back up, but at the time it wasn't completed anyways.
>>
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486 KB PNG
>>110153002
The difference is whether you want to learn from someone who's made a name for himself like the ex-Google engineer lead on performance who worked on several Triple A titles dedicating his time to making a fleshed out course, or an Indian guy on Youtube showing you how to make a cube spin in Unity. Or worse, some faggot on 4chan like you.

I agree most of it can be found online. It's ultimately up to him to decide if it's worth the investment or not. I'm not telling him to buy it, just that it's out there if he's interested.
>>
>>110153070
>The difference is whether you want to learn from someone who's made a name for himself like the ex-Google engineer lead on performance who worked on several Triple A titles dedicating his time to making a fleshed out course, or an Indian guy on Youtube showing you how to make a cube spin in Unity. Or worse, some faggot on 4chan like you.
Brainlet take
This is objective information, it doesn't matter where you learn it, best place is to look at an open source game engine
>>
>>110153077
Three.js is an open source renderer. What now faggot?
>>
>>110153082
what the fuck does that have to do with anything
>>
>>110153090
You seethe any time it's mentioned and it's funny.
>>
>>110153095
There's more than two people in this thread you retarded Indian
>>
>>110153100
But we know it's you doing it.
>>
>>110153107
I don't even know what three.js is
>>
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292 KB MP4
IT WOOOOOOOOOOOOOOORKS!!! I can even control the pad if I wish to, so it properly dodges corners by a certain amount. Instead of the fastest route, it makes the route closer to what I want to happen. Holy shit, now I need to wrap it up and replace the old one in the game.
>>
Is there any point in making a new thread at this point?
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>>110153333
Extra note: I actually have knobs for both pad and stubs. That is, the distance that affects corners and the distance that affects the entry/exit of portals.
>>
>>110153610
yea, keep this containment general alive. ill make the new thread
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>>110153610
Yeah, on /bant/
>>
>>110154312
>>110154312
>>110154312
to the cage, snailcats
>>
>>110154325
I can't believe you guys are going to use this shitposter thread my god
>>
>>110113088
Yes and im trans too btw =3



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