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File: 1779187143002678.jpg (740 KB, 2560x1440)
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>Has all the functionalities Unity has
>Launches in seconds
>Light weight with only 100MB of storage and 1GB of RAM vs 10-20GB of storage and 4GB of RAM
>Flexible architecture
>No bloatware
>Doesn't force you to create an account
>fully free

What's the point of Unity?
>>
At this point nothing. I'm pretty sure every indie game dev has switched to Godot, if they're using a prefab engine at all.
>>
You are better off posting this on /g/. Normies here don't care about programming
>>
>>743380328
it's never gonna catch up though in terms of features
>>
>>743380762
People on /g/ don't program. They post desktop threads or ai porn.
>>
>>743380840
Good. Feature bloat is most of why Unity is garbage now.
>>
File: darkwood.jpg (72 KB, 1024x576)
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>>743380328
Godot can't even make Darkwood.
>>
File: 7010.gif (2.5 MB, 498x356)
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>>743380840
People said this about Blender, Krita, and KDEnLive and now it's better than their commercial counterparts.
>>
>>743381016
Blender has good leadership. Godot is lead by Juan who consistently makes retarded decisions that cripple the engine.
>>
>>743381228
>Blender has good leadership
Nah, it's an idiotic "we want to be a free substitute for the new hot thing", how many years they ignored fucking uv and normals because it's a boring thing for odies?
>>
>>743381016
what about their teaching resources? If its like gimp with half of tutorials being decade outdated then it will remain in the shadow until that changes.
>>
>>743381016
Krita is good btw
>>
>>743381016
Kdenlive sucks balls
>>
>>743381782
Krita is good for art but the UI sucks especially for folders.
>>
File: Spoiler Image (2.2 MB, 1920x1080)
2.2 MB
2.2 MB MP4
Something is happening (yes it's ai-sloppa).
>>
>>743382480
First off how second off sex
>>
>>743380328
>>Has all the functionalities Unity has
nope
>>Launches in seconds
still too slow.
>>Light weight with only 100MB of storage and 1GB of RAM vs 10-20GB of storage and 4GB of RAM
unity is fast if you aren't an asset flipping faggot who imports 10gb of shit as soon as making a new project
>>Flexible architecture
believe it or not, you can change everything inside of unity. godot has it beat with options for programming language, but since both offer C# marshaling it's a non-issue.
any dev who isn't using marshaling is prob a tranny anyway, so their opinion can be ignored.
>>No bloatware
biggest bloat with unity are asset packs, if you do all of the tooling yourself and make use of asmdef, it'll be fast. my 35gb in size Unity project can be built in around 4 minutes, recompiling scripts within the editor takes around 1-2 seconds. doing patch builds takes around 8-10 seconds.
>>Doesn't force you to create an account
>>fully free
agree here.
>>
File: angletoplayer.png (104 KB, 996x894)
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>>743382580
>First off how
Gen a subject with simple background in comfyui.
Go into gimp, add alpha layer and cut out the white parts.
For the change in sprites (forwards and backwards) I have a script that checks the angle between the target (in this case the femboy) and the player, and if the target is looking at the player then it has the front-facing sprite, and if not it has the backfacing one.

>second off sex
I want to add this, but hell if I'll have the time. Will continue to post if I make any more progress on it.
>>
>>743383141
private bool IsInFront(){
Vector3 direction = player.transform.position - transform.position;
direction.y = 0;
direction = direction.normalized;
float dot = Mathf.Dot(transform.forward, direction);
return dot > 0;
}
>>
>>743383343
Listen I'm not a coder, just a retard with a computer. That is all AI sloppa.
>>
>>743383418
I know, I just made a faster version for you if you want it.
>>
>>743382352
nah the ui is better and more customizable than csp
>>
>>743381782
>>743382352
I'm still using photoshop to draw game assets. Is Krita better?
>>
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>>743383141
>C#
DIE FILTH
>>
>>743380328
I'm outsourcing my gamedev to India but they only know Unity over there? Only White Transgender Women know Godot...?
>>
>>743383576
It's more of a painting tool, so guess you will not replace your handy set of filters or smart selection easily
>>
Some localization progress.

Keep at it lads.
>>
>>743383343
Mathf doesn't have a Dot function in unity.
>>
>>743380328
>GODOT, powering you NTR phone game since 2023
>>
>>743383910
*Vector3.Dot. Same difference.

either way, still way faster than signed angle because dot product doesn't have to do any cross product, acos, or square root shit like the signed angle function.
>>
>>743382352
I gave up on csp becaue of the bug, when it hangs after you are using hardware accelerated zooming extensively
>>
>>743384112
Aight I get you, tried it and it works, I concede.
>>
>>743383793
But C# is comfy
>>
>>743380328
There are more resources for Unity.
No need to move to another language either.
>>
>>743385026
I just take unity tutorials and adapt them into godot
>>
>>743383793
>C#
>DIE FILTH
What's so bad about c#?
>>
>>743383343
How does the dot product even work? I remember that we went over it in calculus but that was ages ago.
>>
>>743380328
>no way to protect your code, games get stolen and reuploaded onto other platforms by foreigners immediately
>has like 1/8th of the functionality of the big engines
>has become slower and slower with each update since 4.2
>has no defined architecture creating all sorts of issues with consistency
>all useful addons are poorly coded third party bloatware that gets abandoned all the time
>windows thinks all games made with it are viruses

Give it another 20 years.
>>
>>743385387
The garbage collector is incompatible with game design. It was designed for shitty office software.
>>
>>743380328
I can't work with unity/unreal/godot-style engines.
>everything is done through a GUI
>more specifically, everything is centred around a level editor
>assets are "imported" into the engine (presumably creating a bunch of derived data for them) and need to be re-imported if you change them
>when it comes to actually writing your game, you do it by writing "behaviour scripts" (which are also treated as "assets") and then kind of dragging them onto objects in the editor GUI
>rigid render pipeline which is very complex/optimised and isn't really designed to be customised except by writing "shaders", which usually really means writing a snippet of not-quite-hlsl which kind of gets pasted into the actual fragment shader which you're expected not to touch
idk, this seems to be a very popular approach so I'm sure most people find it great, but I just can't work that way.
My game needs to BE the program and it needs to own the main loop. The engine needs to be a library (at worst) or just part of the codebase (preferred). I'm writing my own "engine" but the separation between game and engine is just a matter of structure and convention, it's all one thing.
I load assets at runtime by reading .gltf files. If I want to conveniently edit something I use imgui.

The only part of the big engines that I kind of wish I had is a level editor, and that's not too much of a burden to build thanks to things like imguizmo. My game needs a fairly custom approach to level editing anyway.
>>
>>743385771
The only one of those that annoys me is the limited access to the renderer. It means there's a lot of shit you can't do without rewriting the engine.
>>
>>743385752
Can you legitimately name one instance where you've had to work against the garbage collection process? Imo it's nothing but useful by automating away that entire process.
>>
>>743385771
You can use the engine like a library and then not do any of that.
>>
>>743385880
It causes constant hitching. The best solution I could find was manually calling the GC function every 0.5 seconds.
>>
>>743385914
Not that anon, but recompiling Godot is a pain in the ass. I'd never add that to my workflow.
>>
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>>743385958
>It causes constant hitching.
How many reference types are you working with at a time for it to get that bad?
>>
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I have an idea for a top-down game with complex line-of-sight mechanics, but because Godot has such limited renderer access I genuinely think I'll have go the custom engine route. Godot users recommend using subviewports to get around it, but I tried it and it was actually dreadful.
>>
>>743386297
It was a regular ass Godot game. Godot's built-in functions generate tons of garbage, because they were designed for the reference-counted GDScript.
>>
File: goblin dance fast.gif (764 KB, 400x351)
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some things could be way better but, for a free tool, it's pretty nice and does the job well enough
>>
>>743380328
I used to "work" with unity and I always found it very intuitive. On the other hand, my brain just can't click with godot's layer shit.
Also GDscript is a cancer that shouldn't exist in the first place.
>>
>>743386460
Oh god, you have my gondolas then.
>>
>>743385573
https://www.falstad.com/dotproduct/
Visualize it.
>>
>>743380328
>What's the point of Unity?
want to add, e.g. dismemberment to unity game
>a dozen different solutions either in guides or even pre-made
want to add same thing in godot
>1 youtube video with an implementation that broke 5 versions ago and also only worked sometimes and also just scaled the part down to mimic dismemberment and also breaks physics

any advanced 3d thing/system that is already solved in unity has no reading material in godot; so you'll have to be the first person on planet earth to figure it out
but for simple 3d or 2d games go godot, sure.
>>
>>743382480
>futaslop.mp4
who's gonna tell 'em
>>
>>743383141
Or you could just have two quads.
>>
File: 1772552454701881.jpg (18 KB, 375x375)
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>>743386540
>https://www.falstad.com/dotproduct/
That's unironically sick, bookmarking it. Many thanks.
>>
>>743386742
>futaslop.mp4
>who's gonna tell 'em
The project is gonna be futa-coded, just haven't gotten around to genning actual pinups yet.

>>743386895
>Or you could just have two quads.
I went with this anons >>743383343 example instead. It worked great.
>>
>>743380328
I don't like how it shows the logo off everytime you play a game made in its engine
>>
>>743380493
>At this point nothing. I'm pretty sure every indie game dev has switched to Godot, if they're using a prefab engine at all.
Godot has still some rough edge for 3D games.
Still, it is getting better quickly. In about 5 years, it will be a serious Unity contender.
>>743380840
>it's never gonna catch up though in terms of features
It will, but not in the next 2/3 years. also >>743381016
Godot will be to Unity what Jellyfin is to Plex: a slowly-improving real alternative, due to their rivals getting too expensive and bloated, enshittyfying themselves for more profit.
>>743383909
no Italian...?
;(
>>
>>743385573
dot product (when having normalized) determines whether a position is in front, back, or perpendicular to the current position. It's very useful for stuff like shaders because you don't need to get the rotation in euler form for it

when the vectors are normalized
1 is front and straight
0 is perpendicular
-1 is back and straight

this means that anything above zero is in front and anything below it is in the back
>>
>>743387182
that can be easily disabled
>>
For a cute little 2D or very minimal 3D game Godot is fine but as soon as you want to get serious it will chug, fall below 60 fps, and eventually crash. Also crashes will happen any time both the editor and any game you make even if it's a really simple game, I know because it happened to me. That alone makes it worthless.
Meanwhile with Unity it always has a great framerate unless if you do something really stupid and it almost never crashes, I've only ever had 1 editor crash, I've had 1 or 2 crashes from other random unity games I've played, that and ZZZ sometimes crashes when first loading after all update but that's probably some weird Hoyo update stuff messing up.
>>
>>743380328
>What's the point of Unity?
Almost two decades of tutorials and community knowing every inch of the tools so to speak.
Native engine for C#. And because of these two decades it made C# the indie standard unfortunately.

Not supporting anyhow Unity but these are why no matter what surpassing Unity will be hard.
If there's a thing I wish however is I dislike how Godot was really buttstuck about GDScript and didn't push nigh-native or at least babby-tier tutorial process at engine install for C/C++ like it should have been from the start and should be the actual community/industry standard.
>>
>>743387271
I don't think it will ever catch up. Godot's new versions are becoming more bloated, ruining any advantage it has over the competition.
>>
>>743387592
There was zero reason for Godot to come up with its own special snowflake scripting language. They should have picked an existing one.
>>
>>743387673
>Godot's new versions are becoming more bloated, ruining any advantage it has over the competition.
I really doubt Godot is more bloated than Unity or Unreal...
>>
>hey this thing in multiplayer doesn't work
>Okay can you give me more information so I can fix it?
>No
Why did I do this to myself
>>
>>743386460
>it's C# fault that godot is a piece of shit
>>
>>743387860
An empty Godot project has a larger build size than Unity.
>>
>>743387586
another issue is that it stutters when you load shaders

it's possible to do large stuff in godot, but you need to know a lot of advanced stuff beforehand
>>
For the people using a custom engine, what framework do you recommend?
>>
>>743387901
Why did you make a multiplayer game in the first place
>>
>>743380328
For 2D, godot is hands down a better beast compared to unity on top of being open source and free it's a no brainer. I switched from unity a long time ago and would never go back, even for 3D I'd go to unreal now.
>>
>>743386487
What issues are you having with layers? That's standard devving, also GDscript is easy as fuck.
>>
Whats the next friendslop game that will make millions

I want to be the one that makes it
>>
>>743388716
>For 2D, godot is hands down a better beast compared to unity
Did they fix all the rendering issues yet because its really not
>>
How do you realistically begin to even understand how this engine works? I'm not a brainlet but I'm not a code monkey.
>>
>>743388997
The same way you learn anything in life, unless you are retarded then its over for you.
But seeing as you know english I think you are fine.
>>
File: image (12).png (732 KB, 1193x831)
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>>743388369
Honestly it's only the debugging that sucks, everything has been smooth, even mod sync.
>>
>>743388912
What rendering issue? I haven't had any.

>>743388997
Same way I understand anything else. I spend time on it, learn it, and look up things pertaining to it.
>>
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>>743385387
JUST FUCKING USE SMART POINTERS IF YOU'RE RETARDED AND CAN'T SAFELY MANAGE YOUR OWN MEMORY.
A FUCKING COMPUTER THE ENTIRE FUCKING THING IS JUST A MANIPULATING MEMORY USING LOGIC!!!!
Where memory is literally just an electrical state.
And a video game is actually one of the LEAST complex programs you can do and it's all about managing data. If you treat game development like a server hosting it actually becomes absurdly simple. That's why engines like godot (make with C++) use rendering servers and physics servers.
There is a reason why C++ is industry standard because making a game itself is very easy, but the real challenge is in managing your resources on cache lines of gpu memory.
The actual logical difference between pong and call of duty is just a few extra dimensional which is just one more float on a struct. But the actualy fundmental difference is the aggrassive resource monopolization of gpu flops, cache lines, and memory.
And you will better understand that shit if you use C++.
You don't even need to reinvent the wheel, many excellent programmers have solved most of these challenges, but you will still fundamentally need to understand how memory and architecture work and interact to properly utilize that code even if you made it yourself which btw is an excellent way to learn something cause at first you're like "this is shit I don't get it why not just do this" then you try it and then you say "ohhhh yeah actually this is so much better than my shit ass program and here's why."
Most AI proomptards can't answer the here's why part without having a brain aneurism without AI to answer it for them.
Which also comes to my final points with AI C++ is actually more accessible than ever and the claims of "C++ is too slow and it's too hard" are thrown out the fucking window. You just say "AI I am using C++ what exactly is a linked list though?" And then you will be able to say "I do not care for linked lists, it insists upon itself."
>>
>>743389451
>And then you will be able to say "I do not care for linked lists, it insists upon itself."
but I can say this right now but in c#
>>
File: hw-rendering-2-clip.webm (3.48 MB, 1280x720)
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>>743380328
We now have hardware accelerated graphics 99% working with a crapton of settings.
https://github.com/FatalDecomp/ROLLER
cd image: https://archive.org/details/whiplash-2001-variant
>>
File: glowiebuster.webm (3.75 MB, 1024x1024)
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I'm done with this project. First game I made after the godot tutorial and I wanted to experiment with VR and WebXR. Desktop VR was okay but godot and WebXR were just suffering.

WebXR needs the compatibility renderer for the browser but that renderer didn't work for desktop VR and results between the renderers look different. So either you end up switching renderers in the project all the time or just give up and do all the testing with WebXR.
The desktop browser WebXR device emulators didn't work for me with the godot output so I had to test it with the headset all the time. This sucks as because reloading the game in the headset takes way too long. Maybe those were just linux issues and on windows everything is rainbows and candy cotton clouds but I'm not going to touch WebXR again any time soon.
Any time a mesh is shown the first time the browser hangs for a second but I can't be arsed to fix that by preloading everything. Just play two rounds if you want a lag free experience, lol.

Anyway, thanks for reading my blog, play the game in your browser if you want to. It's fun for roughly one minute. While it works in flat mode it's more entertaining in VR.
> https://stillwaiting.itch.io/glowiebuster
>>
>>743385387
it's a big deal if you're autistic (so like most of this board)
>>
>>743389805
Neat. Don't deocmpiles face the constant threat of getting DMCAed or is this not an issue with games old enough that nobody cares anymore?
>>
>>743382480
Kill yourself.
>>
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>>743389805
>zig build run
>>
>>743388349
I'm using SDL3, including SDL GPU. The only platform-specific code in my engine/game right now exists in one small C++ file and one small python script, both related to compiling/loading shaders.

SDL GPU is an API/RHI which kind of feels like a cross between D3D11 and D3D12. You have explicit pipelines and command buffers like in 12, but automatic barriers and resource renaming like in 11. It handles the swapchain for you too.
It doesn't support advanced stuff like raytracing/mesh shaders/bindless, and your shaders need to follow some special requirements. Bindings must be in a certain order, and you must use ByteAddressBuffer.Load<T> instead of StructuredBuffer<T>.Load. In exchange for that you get a D3D11-ish feature set that runs on vulkan+d3d12+metal+console with almost no platform-specific code.

For me it feels very well designed and I can strongly recommend it. They've kind of read my mind about which things I need to control vs which things I want abstracted. But if you want RT and such then you'll still need to use D3D12/Vulkan directly instead.
>>
>>743390279 (Me)
Forgot to add: SDL3 supports targeting the browser/emscripten for most things, but SDLGPU doesn't yet. So if you want your game to work in a browser (itchio etc), it'd be risky to choose sdlgpu right now.
From skimming their github and discord, the vibe I get is that they want to add it but that WebGPU is a massive pain in the dick to work with compared to d3d12/vulkan/metal.
>>
>>743390075
Nobody cares about this game. The IP has changed hands so much due to companies dying that I kinda doubt the company that owns it now even knows they own it lmao. Also this project doesn't contain any assets, you supply your own (definitely legally owned) cd image to extract them from on first launch, so the repo is entirely GPL3-licensed fugly decomp code.
>>
>>743389189
Shouldn't you be finishing this game already trainboy
>>
I mean, why bother when UE5 Exists.
>>
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>>743389951
I can confirm it doesn't work in VD + Chrome. It just hangs forever.

Performance is kinda ass for such a simple scene so I'll blame WebXR for just being shit.
>>
I like godot. Once I figured out the layers, I was able to make a platformer pretty easy.
>>
>>743388997
best way is to find a minigame or mechanic that you like and recreate it using documentation
>>
>>743380328
>>Has all the functionalities Unity has
False
>>Launches in seconds
False
>>Light weight with only 100MB of storage and 1GB of RAM vs 10-20GB of storage and 4GB of RAM
False
>>Flexible architecture
False
>>No bloatware
False
>>Doesn't force you to create an account
Basic requirement
>>fully free
Basic requirement
>>
>>743390690
>it doesn't work in VD + Chrome
Sad, but I don't care enough about it even to try to fix it. Same with the performance. All I took away from this project is that I don't want to touch webshit ever again. Which is sad because in theory I like the idea of just opening some webpage and start playing like in the good old flash game times.
>>
File: Et Tu Brute?.png (72 KB, 420x420)
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Cool story, OP.
Anyway, I'm working more on some dope ass multiplayer for my game. So far we have all three modes of play working and five of the eight core playable characters (only Ratatosky, Lux, and Iris remain unimplemented, with Lux at least having a prototype version). As it stands, you can use the following characters and these neat affinity weapon abilities:
>Joseph Fygoon and his heirloom, the Xzen-Akaias (he can use the Energy Buckler to shield himself from forward-facing hits)
>The Ruby and Sapphire Dragoons and their Fire-Breath (their mucus is more viscous and can cause lingering burns)
>Brutus Canor and his mace, the Ignis Skeperrok (the force of Canor's attacks causes enemies to be stunned)
>Karg Nixskul and his gift, Thorn (this special blade allows the Trollglodyte to become a particularly deadly buzzsaw)
The characters to be implemented will have the following affinity weapons and abilities:
>Alois Ratatosky and his Energy Catapult (wise enough to bring exploding Askorvium crystals, Ratatosky can send enemies flying with powerful shots)
>Balthazar Lux and the Myklab (allows him to turn invisible with his magic Lynxstone when in combat and kill enemies in a single, precise stab)
>Iris Luftmann and the Hellscream Spell (her magical fire bolts cause a large shockwave that can propel enemies away)
Anyway, I'm going to see about getting port forwarding working so I can test playing a game with people all over the planet. Since it can only support four players in a game, just as God intended, I'll do my tests in a closely knit community. That isn't to say you all can't do the same yourself and try to break this really early version of a new game mode; if you do break it, definitely shoot me a message with a way to replicate these issues.
>>
>>743382480
You're the squeeze the futa bulge guy aren't you
this website isn't big enough for 2 aifutafags
>>
>>743390893
Also I noticed something weird like mentioned with the mesh. I turned my head to the right to look at the neon sign and it tooks a good second of stutter to load the thing.
It's like everything that's not in the view frustrum (or vr equivalent) isn't loaded until you look at it. Weird shit.
>>
>>743390580
All that's left is bugfixing, polish and voice acting, now. Everything else is in, multiplayer, all the content, etc.
>>
>cmake is good
cmake_minimum_required(VERSION 3.15)

cmake_policy(SET CMP0135 NEW)

if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "Choose the type of build." FORCE)
endif()

set(CMAKE_EXPORT_COMPILE_COMMANDS ON)

# initialize the project
project(RaylibWorkspace LANGUAGES CXX)

set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

# FETCH RAYLIB
include(FetchContent)
FetchContent_Declare(
raylib
URL https://github.com/raysan5/raylib/archive/refs/tags/6.0.tar.gz
)

# turn off examples
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(raylib)

add_library(common_headers INTERFACE)
target_include_directories(common_headers INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/common)
target_link_libraries(common_headers INTERFACE raylib)

# Add your game subdirectories here
add_subdirectory(demos/01_pong)


BRUH
this is all the shit I need to make sure my compiler doesn't piss and shit it's pants.
>>
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>>743385771
>I like to larp as a game dev but I'm a code monkey.
With all these data centers being built, why don't you put your skills where they belong instead of larping as a "dev".
Dumbfuck, game engines are built so you don't worry about building a fucking civilization from ground up just to make something. Painter wouldn't be painting if they had to make their own paint, and before you tranny ass say something, for every great painter that makes his own paint there are thousands better who don't.

Instead of autisticly obsessing over basic features, you code zombies could've write some truly innovative mechanics using existing systems. Instead you religate yourself to discord larp channels and endless halls of unfulfilled promises.
>>
No one cares fagoon, go away.
>>
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>set(CMAKE_CXX_STANDARD 17)
>>
>>743386484
I'm not even really sure what it's missing, mfkas just rather do anything else than to make a game. Pure autism.
>>
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>>743391064
>You're the squeeze the futa bulge guy aren't you
No, but I admire that anon bigly!
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>>743391407
Not knowing is a function of lower skill level.
built in vertex painting would be nice, for texture blending. paid addons are coming but cloth physics were always missing.
can't complain though, godot's been good to me.
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>>743391407
I struggle with the lightmaps, but aside from that I'd say it has enough features to make a game. Maybe not open world, but any other kind should be fine
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>>743392380
I really like the hitstop you've added, makes the hits look more weighty.
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>>743391335
The build system is what filtered me from C/C++, and writing in Rust and learning to link C-libraries there was easier.
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>>743391876
I honestly think it has everything to make a game. Built in vertex is just qol, blender vertex colors export works just fine. Cloth physics I believe is exactly the same as in unity through soft body physics. Im not sure why you need fully accurately simulated clothes and I don't think 99% of games or even 3A use it anyways. Also 9/10 games are exactly the same 3 mechanics just in different settings, people love to make fuss about shit they don't even need or will ever use...
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>>743380328
I've been learning the ropes of Godot for the past ~2 weeks, (GDQuest, reading the docs from start to finish) but I have a nagging feeling to pick-up C++ and do things the complete DIY way. I've never programmed in my life before this, should I stick with Godot or try and make my own engine?
>>
>>743392542
it's easier to blame the tool than to blame oneself
>>
Do you get that concerned with how your code looks so long as it's functional? I'm having a bit of trouble with that right now because I'm working on a dungeon-crawler, and I'm pretty happy with how I've set up the map creation, but now I'm working on the in-game map and automapping. Maybe I'm going about it the wrong way, but I'm finding there's a greater mismatch in the logic of how the map is depicted and how it's generated, as well as the logic of how the player navigates it.

I've had to re-work some parts of the player script and give it a bunch of values to be able to properly fill-in the map as the player explores, and from the player's perspective it's all basically the same as before except now the map is there and it works, minus a few additions I still have to make to it. Despite that, it's still bothering me a bit because I feel like the additions I've had to make to existing scripts to make it this way are really ugly, even if they are, at least to my amateur eye, necessary. I can't decide if I should try to do the whole thing over and try to align the logic of the two systems more or just be glad that it seems like a natural fit from the player's perspective.
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>>743385752
c# doesn't have a garbage collecor; .net does
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>>743392509
thanks anon happy to read that! hitstop, I belive, it's a subjective thing and some like it and some don't, but I think I managed to strike a nice balance in the end
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>>743392632
If you want to make a game, stick to godot. If you want to make an engine, make one.
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>>743392636
>Next /dev/ thread incoming
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>>743392632
I don't understand how people get so roped in by the idea of making their own engine. If you're Jonathan Blow and you have years of experience and you've decided for your latest game you want your won engine then sure, but if you're someone with zero prior coding experience who has made zero games then I don't even see the temptation in pursuing your own engine. Making a fully-featured, good game is already a pretty daunting task with an engine provided for you.
>>
>>743392860
I would prefer it turned down a little for normal hits, to increase the fluidity and also to increase the contrast with the big hits
>>
Oh neat, A godot thread. Small world. Just started on a project I've wanted to do since I was a teen. It's a Wizardry inspired CRPG, Giant Mechs,wire frames. I got about 175 pages of code, script, working examples (theoretically) and everything else. I'm now fighting trying to make an options menu by hand because my autistic ass I'm refusing predone examples until I get a working version before I look at what other people did so I can understand how this damn things works.

I don't even know if anyone will play it but I figure I just make the game I want to play, and make it well, people will come.
>>
>>743392710
If you mean seen/unseen areas, can’t you save that to the map itself?
It’s not like anything else has to pay attention to it, it’s just there when you need it.
>>
>>743392632
I'm in the DIY engine camp (I was the one complaining about GUIs and praising SDL) but I have to agree with the others. If you want to actually finish and ship a game, stick with Godot.
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>>743393272
The seen/unseen areas themselves are simple enough, the reason I was having issue with it was that to know what tiles have to be set as discovered the map needs to know where the player is, and while before it knew enough to know where to spawn the player it didn't know things like where the player's 3D space corresponds to the 2D map, what direction the player is facing, which I needed to record for both the player's actual facing in 3D space and what it would then be in 2D and so on.

It is all in place now, it's just kind of ugly in my opinion as I said, and it comes with some extra additions that I find a bit messy looking like a function to get the tile in any given direction and stuff like that. A lot of this stuff does feel logical to have, and it was born out of necessity, so maybe I'm just used to the player script being a lot leaner than it is now, but I can't help but feel I muddied the script anyway.
>>
>>743392509
I also think it's a little too slow paced if it's going to be a simple soulslike, if you're keeping a low level of mechanical complexity to fighting, you should turn up the speed or enemy aggression to make it more engaging.
>>
>>743392860
Is it possible to make it adjustable in settings? It looks good, especially amazing considering how bad exactly the same thing was implemented in the last silent hill.. I'm just curious how combat will look and feel without it, or is it hard coded?
>>
>>743392924
Can't argue with that!
>>743393086
It's no doubt the control freak and tinkerer parts of me that want me to make my own engine. There's also the cool factor of being able to say "yeah I made this with my own bare hands from the ground-up".
>>
>>743391209
>Painter wouldn't be painting if they had to make their own paint
you do realize most painters for most of history had to make their own paint, right?
the mona lisa was painted by paints leonardo da vinci made himself
even more recent painters like vincent van gogh when ready made paint existed still made his own paint (because he was broke) and it was a viable path and thing that many painters did

so no, you are wrong about the "thousands better" who didn't make their own paint, as basically every painter of note made their own paint and the fall of painting being a relevant art form coincides with the advent of ready made paint and its accessibility.
>>
>>743392710
as long as you know how it works well enough to debug if needed, it's fine.
only start worrying if it starts to feel too bloated to work on, or if there are performance issues.

some of my scripts are an A or A+ in terms of how clean they are, others are an F and spaghetti nonsense. But since it's my spaghetti nonsense and has comments, I'm able to debug it and read it.
Helps to have a notebook as you're working, and physically write down how things work with each other. Much easier to flip through a notebook than dig through hundreds of lines of code figuring out how things are related.
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>>743380328
How do you make the player body react to rigid body collision BUT the collision will never affect the rigid body? It's using the new Godot collision engine but when the player body is standing on the rigid body the interaction is jank, it throws the rigid body away.
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>>743393987
Did you try checking for a way for physics interactions to only react between certain collision layers?
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>>743380328
Godot's 3D graphics is still pretty bad compared to Unity. One guy tried to add an optimized raytraced and advance lighting render pipeline but the Gotroon devs bullied him off of the dev team so now he's working on his own fork.
>>
>>743391209
most professional painters i know are capable of making their own paints. most art schools include that as part of their curriculum.
>>
>>743392860
Goblin dev, I saw a post from you a long time ago briefly explaining to someone how you coded your enemies to surround the player, do you mind sharing how again? I am trying to do similar at the moment and it works well in your game.
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>>743392380
This looks fun as hell.

Add a nice loot system and you are good to go.
>>
>>743393987
If you're using CharacterBody3D You need to calculate forces manually upon character collision through a script. CharacterBody3D inherits from CollisionBody3D but not Rigidbody3D so it's not affected by the physics engine and acts like a kinematic body when colliding with rigidbodies which is why it will push them out of the way when they intersect through movement.
>>
>>743393086
Because designing a system yourself is about as much effort as learning a system someone else designed. It's the same issue as reading other people's code.
>>
any reason for me not to use O3DE if i want the 3D game im planning to not look like shit and also do all my scripting in lua?
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>>743394081
>but the Gotroon devs bullied him off of the dev team so now he's working on his own fork.
This is so prevalent among any developer community it's not even funny. I hung around the C#/.Net community on discord for a long time and saw how the usual suspects (anime profile picture people) took over the server bit by bit.
>>
>>743394072
I changed the Jolt's physics speculative distance to 0 but it seems to only reduce the interaction. I want rigid bodies to push each others and push the player but the player cannot push them since it's jank.

This is the problem with prefab engines, you are stuck with prefab settings but games are all custom made, not factory made unless it's Ubislop.
>>
>>743393779
A relatively slow pace is almost a defining feature of soulslikes. Make it too fast and you risk losing a sense of deliberate precise combat and have it start feeling like an "action game" instead.
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>>743394283
Not goblindev, but you can look up the design theory on this by looking at similar systems in Streets of Rage and Ninja Gaiden. Those games have "slots", basically pre-set positions around the player, that enemies will gradually shift into during their idle walking state between attacks. They also take turns attacking through a similar state system, where a controller script passes the "permission to attack" flag amongst the enemies
>>
>>743380328
Im going a bit insane trying to make a good lowpoly but curvy girl, anyone have a good example from the ps2 era? Im trying to achieve something ps2 adjacent, a base female model of max ~4k tris, maybe 5k
The curves are quite pronounced so keeping it low poly is kind of hard
>>
>>743392860
It wasn't until I fought the boss that I realized your game was heavily inspired by Dragon Dogma's combat kek.
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>>743394854
made me think of this
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>>743394634
Sure but look at how every successive FromSoft game has moved away from that. I think if you're not going to add tons and tons of combat options like FromSoft's games do, you run a real risk of making a game that's too easy or samey. I had this problem with Another Crab's Treasure, the small combat kit got stale halfway through the game and made it a drag to finish. It's not like managing stamina is actually "hard", it's a habit you build after the first hour of playing and the rest of souls combat is spacing and parry/roll timing. In order to keep the really simple basic mechanics fun, you need to add some pressures that encourage the player to spend Stamina. The easiest pressure to add would be upping the pace through either higher speed of gameplay or more aggressive enemies (either or both will result in having to make decisions more frequently, which creates pressure). It doesn't mean you need to go Sekiro fast.
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>>743381016
No the fuck they aren't
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>When you realize that these are the people who tell you to make your own engine.
https://www.youtube.com/watch?v=6CHkSG9NWoc
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>>743395130
>the rest of souls combat is spacing and parry/roll timing.
NTA but I miss blocking being relatively useful
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>>743395420
Tsoding loves programming too much to use a game engine.
Check this one out it's sick
https://youtu.be/xNX9H_ZkfNE
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>>743395259
Found the person that doesn't know shit.
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>>743394854
look at fighting games like kof maximum impact or bloody roar 3, theyre more hi poly than others because it just has two characters but still
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>>743395440
blocking was too good, but rather than a strategic rebalance they took it out back and shot it. FromSoft does this constantly and its why the balance keeps getting worse in their games. To keep blocking from being too strong you need enemies to actively try to guard break or circle around you, or increase the stamina cost of blocked hits to make the risk/reward even worse than a dodge.
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>>743393210
many say that when watching the webm but I wonder if it feels better in-game. Those who have played didn't complain about it, or at least those leaving feedback
>>743393815
yes it is! I've removed it for now but at one point I had a slider to adjust the hitstop magnitude. I removed it for the demo to gather feedback on hitstop (which I didn't get kek) but might restore it later
>>743394283
the other anon suggest a better system than mine. All I did was to add boid behaviors to the enemies so they act like a flock: this means that when approaching the player, they'll avoid each other instead of beelining which results in the enemies surrounding you. It's a happy accident, and boids are easy to implement so look into that. Webmrel is the result of the current implementation
>>743394329
thanks! :D
>>743394928
ay lmao. Understandable if you never played fighter in DD but I bet those that did should see the similarities pretty soon. Thanks for playing the demo btw!
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>>743380762
>You are better off posting this on /g/
so we got a wannabe comedian here huh
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>>743394854
best I can give you is this goblina I've made for an N64 game. I recommend going to
>https://www.models-resource.com/
and downloading some chicks with a nice ass and checking them out
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>>743394656
>>743394283
https://www.youtube.com/watch?v=WYbaLap5t0k
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>>743380328
/v/ is the only non-normalfag place on the internet where actual intelligent gamers are, so I have to ask.

1. Is Unreal Engine 5 really incapable of making games that run smoothly? Or is that hyperbole. Are there any UE5 games that run well?

2. If I'm making a game now, should I make it 1440p instead of 1080p by default (all the assets)

3. Are there any subgenres that are highly in-demand right now?
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>>743396417
yes look up Sprawl
other questions indicate you're 5 years inexperienced to make a hit game.
>>
can you "adapt" unity tutorials to godot?
cause the 1 thing keeping me from godot is that there are only beginner tutorials that you get through quick and then a huge gap to truly complex stuff where nothing's explained
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>>743396417
Anything you start now will be out of fashion by the time it releases, you just gotta make something you wanna make and market it after

UE5 is full of stupid dogshit that makes your game run worse but if it's an indie game you can probably be fine.
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>>743396535
>Sprawl
is this nigger real
>>
Bingo Betty checking in, i don't post as often because usually when i do people tell me how terrible my game is so i just use that is fuel to actually work on it until thats less of an issue
This webm is outdated because im actively working on the scoring visuals and polishing that up to make it more obvious whats happening.
Game releases on july 31st so i'm just trying to finihs up this last polish patch so its in good shape
Even with what i have so far it's miles better than webm related, i took inspiration from tony hawk and put a small combo counter towards the bottom so you could actually see that your score is going up. Got a bunch of other QoL things like a glossary and other ease of use things to make runs feel more like you participate in wether or not you win or lose
>>
>>743396632
not my thing but that's fine
remember as a creative you're better than 99.9% of npcslaves. whatever happens next game will be better.
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>>743396538
its the same in every engine. you used to have to piece it from forum posts, nowadays aislop can tutorialize for you.
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>>743396417
hi fi rush is UE and runs well, but I think it's UE4.
1080p
doesn't matter. if you have to ask, and there is an answer for what's "in" then it's too late to get in on it.
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>>743396417
Modern unreal engine is optimized for real-time visualization and cinematography, not for videogames. That's why every core feature in it makes your game look like blurry shit and require high-end PCs, because it's not a problem for what their priorities are.
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>>743396417
you can turn off lumen, nanite, rtx, use baked light & only forward rendering to hit 500 fps in an unreal project. but then why use unreal?
>>
>communist retard owner fraudulently siphoning money from the project for his failed business ventures while the people "working" for free get nothing
yeah ok bud
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>>743390906
biggest lolcow on 4ch
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>>743382993
>>
No native console support
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>>743394081
>One guy tried to add an optimized raytraced and advance lighting render pipeline but the Gotroon devs bullied him
Based godot devs. The time for raytraycing isn't here yet. Hardware is still not good enough to not require denoising, upscaling and temporal garbage to end up with sub 60 fps with minimal improvements to the result.
>>
>>743389451
Kek
>>
i don't get nodes
in what universe is it easier to do some vodoo all over the UI and then scroll down and enable something in a dropdown on the left and then attach the thing 1 way in the righthand toolbar by rightclicking not leftclicking but not the 4 other wrong ways instead of just having code reference code
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>>743380328
>no hot loading on C# version
It’s shit
>>
>>743398258
Nodes are cool because its like a super rough template to 99% of what you would want to use for most things. My game is mostly built using control nodes, so i know anythign one element built out of a control node can do can be done to any others. I can apply the same shader to a text label or to the entire screen for a post-processing effect.
The documentation on each node will tell you exactlty what they can do by default so it really helps shape the structure of what to build around it
The editor shit your bitching about is super useful when you make your own exports then it can be insanely useful for making prefabs for level design, ui's, etc.
>>
>>743398258
Consider it from the scenario of someone who knows zero code.
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>>743396026
>To keep blocking from being too strong you need enemies to actively try to guard break or circle around you, or increase the stamina cost of blocked hits to make the risk/reward even worse than a dodge
Not sure if you needed to go in even that hard. The simplest way would have been to simply decrease the damage reduction itself of shields slightly. The idea being that instead of just rolling at every problem, you pay more stamina and potentially chip damage for maintaining your position unlike with a roll which often gives you a bigger advantage for a counterattack. That's basically how shields in real life work too.
If it's still too powerful somehow then just increase the recovery time it leaves you with before being able to move again, but for whatever people say about Dark Souls 1 shields or its PvP, jack shit people actually complained about shields being somehow too powerful, and you can be sure that PvP niggers would.
>>
>>743385614
>Noway to protect your code
Fundamentally incorrect.
Also with AI, literally how hard is it to run into c++ and obfuscate for an export?

Ironically Unity is probably the most secure because you can translate direct into machine code.
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not sure if i'd posted this here yet, ive usually been posting to bant when i post lately. just a basic night vision effect, its a few days old. already sped up the on/off visual, and increased intensity of it inside of lit and bright areas.

right now i'm doing a scheduling system for the guards/target NPCs, where they can follow their patrol routes and take smoke breaks and stuff. then they can "radio" each other, where oddities can get called out, and the overall suspicious level can go up a bit.
targets are similar with the hitman games, where they have schedules and sub-schedules, and you the player can mess them up (similar to hitman + untitled goose game) causing them to veer off course. its kinda complex, kinda regretting deciding to go this way, but its too late and im committed.

>>743398258
i dont like them either, but i'll say that, at least on shaders, its nice for beginners to have a preview of the material right there on the node graph as they're working.
once they get more confident in their skills, doing hlsl will be easier because eventually they can visualize the shader's look from the maths.
>>
>>743399417
it's kyle
>>
>>743398607
nta but since godot is open source you can just compile a custom version of the engine itself that encrypts slightly differently to break all the existing reverse engineering tools.

some autist can still spend time decompiling it but that goes for any engine.
>>
>>743399437
kyles my best buddy, if i owned a 3d printer, i'd make a figurine of him.
>>
>>743390840
>Shitpost naysay
>Shitpost naysay
>Shitpost NO U
>>
>>743396632
>Who's the grandma
>Tought it was some sort of knitting game puzzle or something
>>
>>743389451
most retarded take ITT, you have never developed a game of higher complexity than Pong.

>C++ is too slow
lmao what, this has never been a complaint at all, C++ is the standard language if you want performance
>>
>>743380328
The problem is Godot is designed for programmers first.
This is generally a good thing, but a lot of indie devs tend to be design first types that have to google how to write 'hello world' scripts.
There's a reason everyone keeps clamoring for UE style blueprints, and it's because most people making games now are 'creative' types that would rather crawl through miles of salted broken glass than learn how to write game logic well.
People genuinely complain about learning a new scripting language on par with python, like a good programmer shouldn't know 4-5 languages off hand with the ability to pick up new ones in a matter of days.
It's a great engine for developers, but most people making games aren't developers.
>>
>>743398350
>have to write performance sensitive code
C++ modules.
>but C++ is haaaaard!
Sure, if you're retarded lol.
You're not retarded, are you Anon?
>>
>>743399441
Im glad you posted this I was curious about this.
>>
>>743400081
Fix it Juan
>>
>>743396417
>1. Is Unreal Engine 5 really incapable of making games that run smoothly? Or is that hyperbole. Are there any UE5 games that run well?
No, but it requires doing actual work and not just relying on the shitty built in RT lighting system, which is too much to ask from most AAA studios and very small indie studios.
>2. If I'm making a game now, should I make it 1440p instead of 1080p by default (all the assets)
Depends on the intended fidelity, I still run 1080p for everything because I prefer hitting higher framerates on a 240hz monitor, but 1440p is definitely a more common option now.
>3. Are there any subgenres that are highly in-demand right now?
moar mech games
I'm not sure what normies want, but that's my opinion.
>>
>>743397258
Blueprints and a lot of community slop to install
Unity and godot don't have this kind of support for everything and anything
>>
>>743392380
make more skill based on the shield. stop using sword. shield only. I love shield paladins.
>>
>>743380328
vibecoded a dungeoncrawler, coming to steamfest this fall
>>
to anyone who's hired voice actors:
how far into development were you when you started reaching out to people?
>>
>>743401762
finished.
what's the point on make people speak lines if you're going to change things later. is a waste of time and money
>>
>>743401762
You want to be really close to finished so that you don't have to go back and rewrite things and get them re-voiced.
>>
>>743401892
So completely done? I was thinking of mostly done.
Do VAs accept beer and weed as payment? That's what I'm offering the celebrities I'm messaging on instagram.
>>
>>743400021
gdot scripting is easy, you dont need to be a coder
new version even comes with visual nodes like ue
>>
What are some good tutorials?
>>
>>743401967
some VA are divas and expect you to pay them a lot. avoid them. also you don't need "VA". random people from internet that sound good is enough depending the level of your game. a good mike can do wonders.

most VA are not actually "actors" so they don't really deserve much.
>>
>>743401967
either have friends who can do it or pay someone on fiver
>>
>>743399984
This is how I know you're not a real systems engineer chad like me (unemployed since graduation which was three years ago). The most common argument for shit like python is that C/C++ is too slow to develop with.
And btw yes it's actually slower than fortran but fortran is so niche for science bitch stuff, but everyone knows C/C++ is slow refers to development speed.
How did you not pick up on that and then claim I'm not a real programmer?
Script trannies like you probably shit and piss your neovaginas over race conditions, meanwhile I am an expert racist.
>>
>>743394854
look up the f-zero GX driver models
>>
>>743402256
I'm messaging local celebrities and a few people who were in TV shows and low budget movies in the 90s.
>>
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>>743396632
>Is that a roguelike deckbuilder?
>>
>>743401989
And even the nodes are confusing and tedious, there is an ACTION GAME MAKER MV engine for Godot that makes things easier but considering how underpowered and tedious Pixel Game Maker was........
>>
>>743380328
i asked a couple of unity gamedevs this and it basically comes down to
>legacy skillsets
>asset store
That's basically it. People either use it because that's what they used 10 years ago or they use it because they like being able to buy coding solutions that other people have made.
>>
>>743385387
nothing
literally all the top selling games are made in C# or Java
autists are just insane
>>
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>>743380762
>/g/
May as well rename that place to /slop/ since all those niggas talk about anymore is AI.
>>
>>743400021
>The problem is Godot is designed for programmers first.
I fucking wish. Every tutorial about the engine makes extensive use of the GUI editor when building things. Maybe you can do all of that in code, but after spending dozens of hours learning to use the engine I still don't know how (or even if it's possible).
>People genuinely complain about learning a new scripting language on par with python, like a good programmer shouldn't know 4-5 languages off hand with the ability to pick up new ones in a matter of days.
I don't understand how this is a problem for anybody that knows even a little bit of programming. It's so obviously similar to other languages you already know.
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Is the dev thread where we post progress?
Seems like everyone is just talking about engines.
>>
>>743382352
who the fuck cares about the ui if the tool is good. its like crying about what color your toolbox is.
>>
>Following along with tutorial
>Try to copy exactly what they're typing in the script
>Doesn't work
>Get discouraged and stop
i wish i wasn't retarded and coding made sense...
>>
>>743405087
Java is underpowered and outdated to learn
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>>743380328
How do these modern engines like Godot do performance-wise? If my game looks like it's from 2005, it should be able to run on 2010 hardware. Do they manage this well? Or do they trade optimization for comfort and nobody notices because the hardware picks up the tab?
>>
>>743399441
Worth a watch:
https://www.youtube.com/watch?v=tJP5f3x960Y
AI summary is pretty shit but:
>Crin explores the complex technical challenges of developing custom security architecture for an aim trainer game. By detailing the struggle to balance robust protection with user accessibility, Crin examines how server-side validation, behavioral analysis, and anti-tamper measures are implemented to maintain game integrity against reverse engineering attempts.

Bottom line that shit encryption is probably the least of your worries.
>>
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>>743400081
>but C++ is haaaaaaaard!
What about C++ or any language for that matter hard nowadays apart from just programming in particular being hard? If I'm writing a program and have an algorithm in mind, I just ask gemini or some other llm about the semantics, pick up the pattern, and start writing it fluently myself. Programming can be hard in the same way solving a maths problem can be hard, but the days of just not knowing how to say something in C++ or Python or Java or Mathematica or whatever should be long gone.

Of course, if you want to do things *particularly* well, then you need better expertise than what an llm can give you, but then just refer to online solutions or your own intuition you've supposedly fermented in your hours of work.
>>
>>743406624
>Worth a watch
>crin
no
>>
>>743406624
>anticheat
>for an aim trainer
This is like getting an armored car to transport the income from your lemonade stand. What the fuck?
>>
>>743405087
>Java
Did you time travel from 2010?
>>
>>743380934
Darkwood becomes really boring after the first couple of nights.
>>
>>743405087
Who tf even uses Java anymore? I swear, the only reason its name even comes up is because of MATLAB and Minecraft.
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>>743406859
Ok but he made an anti-cheat that proves your point wrong. You can make your own AT for Godot and the bad encryption is far from your hardest problem. Whether it's viable is whatever
>>
I have been working on a library for high density multiplayer outside of my game. I just benchmarked the simulation: 10,000 players at 20hz in 50ms and 10% of 1 Ryzen 5600x Core
>>
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>>743408250
To be clear that's players in a single chunk
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>>743380328
I picked it up a couple days ago and it's absolute shit
>Want to make a simple Doom style fps
>Learn how to import models (which was a nightmare in of itself) and give them collision
>Go on asset store, which I swear used to be a lot larger, to find a simple FPS player controller
>Everything works alright
>Bring in a sprite, make it a billboard and have it turn on Y axis
>Looks good but Doom sprites had 8 directional sides
>Go on YouTube to look it up
>Tutorials from 7 years ago on a version that doesn't use the same coding language
>The only recent tutorial, a youtube short, doesn't work
>Go on Reddit
>People commenting what to theoretically do but no code posted
>Go on insta, youtube again, pinterest, twitter
>Just people posting their 8 sided directional sprite, again, no code or tutorial
>Been about 4 hours at this point
>Go on ChatGPT
>Get the code I need and how to apply it all within 5 minutes
>Works like a charm
I'm happy it works, I'm just not happy I had to use fucking AI of all things to figure it out. Is Unity any better?
>>
>>743381873
on windows, maybe
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>>743380328
>pirate your game
>decompile it into plaintext source in 5 seconds with publicly available tools
>shove in a bunch of ai assets and monetization shit
>sell it as chinkslop on steam/android
>???
>profit
>>
>>743382480
>futa
at this point just go full femboy
>>
Why don't people who made a failed game just re-use all the assets they made, and try again but in a different genre? Like if you made a short little story based game, but it bombed, literally just re-use all the assets you made, and make it a roguelike. Why dont I see more of this strat?
>>
>>743409138
Triple A studios do this all the time. Indies are too prideful.
>>
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>>743389805
wasm/emscripten coming soon
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>>743380328
which one is easier for my game to be decompiled and tossed on Tencent MyApp the same day it launches on steam?
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>>743409017
>trusting AI
>It allucinates and gets engines confused and lies to you
>>
*ahem* Where do I start? I have choice paralysis or whatever
>>
>>743409747
>crabs in a bucket mentality
Anon found his solution. Fortunately, you won't finish your own game.
>>
>>743409448
they would do that regardless of the engine retard
>>
>>743380762
/g/ will point you right back to /v/, cause they don't care about gayming.
>>
>>743409017
You'll have decade of tutorial in unity lying around, the risk is opposite with too much bad code being posted.
Funnily someone I know had rouhgly the same story on the model import, he wasted a fucking afternoon as apparently it's not streamlined yet in Godot, while it take a minute at best In unity.

You'd better prepare to ask the AI at regular interval, and that true for any game dev engine or task.
>>
>>743380328
>Light weight with only 100MB of storage vs 10-20GB of storage
nigger who cares
if you don't have 10gb of space to make your game you were making shit
it's always the same
>ooooh but godot can run on a tablet!
ok what games is someone gonna make on a tablet?
at some point we have to admit barriers of entry are good and filter out the absolute bottom tier garbage
>>
I have a slight visual bug that I'd like some assistance on and I don't like asking AI when I have you guys.

I'm working with raylib and I have a texture that I want to draw onto and rotate with the player. Because the part of the texture I want centered on the player isn't in the corner, this means I have to transform the origin onto the center of the player. The line of code that I has that does this is as follows:

DrawTextureEx(tex, (Vector2){player.x - cos(theta) * hyp, player.y - sin(theta) * hyp}, a * 180 / PI, 1, WHITE);

'theta' is the angle from between the original and transformed position of the origin, 'hyp' is the radius, and 'a' (not important) is theta minus an offset so the texture is correctly oriented. The problem is that, during rotation, the texture slightly shifts forward or backward, which indicates that the transformed origin is slightly off-center. I don't know trigonometry, so what is wrong here?
>>
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>>743389451
>The actual logical difference between pong and call of duty is just a few extra dimensional which is just one more float on a struct.
do you have any clue what you're talking about?
>>
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Why are there so many devtubers like this?
>>
>>743380328
>realize what I want to make
>write down all the ideas and inspiration
>think of the systems in place and the mechanics
>realize I don't know shit about audio and visual art, only some vague ideas about the former
>don't know how to draw even if I knew the artstyle
What do? Implement everything with basic colored squares and try to figure out an artstyle?
>>
>>743383909
Is that the smoker cat?
>>
>>743413819
Because they're not making a game and want the ad money
>>
>>743385387
>What's so bad about c#?
It's perfectly acceptable for small project, but anything larger in scope and perfs are going to suffer because of language sheaniggans.
>>743389451
>There is a reason why C++ is industry standard
C++ is industry standard for building game engines, NOT for building videogames. Most of the work of a game 'dev' is via tools, scripting, or building assets.
I love C++, but I don't think it's a good idea to use it for your pet project if you don't already have a good grasp of the language.
>>
>>743413916
fuck around with ai gen to get inspiration then "trace" stuff in both 2d and 3d
>>
>>743383141
Can't you just use two quads with backface culling?

>>743383793
He's using Unity, what else is he gonna use other than C#? Boo has been dead for 13 years.
>>
>>743383576
krita is what you use if you're a poorfag with no better options. i hate having to fight with it and consider just paying for a subscription every day.
>>
I know this might come as a stupid question but how do you learn? Its like I dont remember how I used to learn when I was in school. Barely anything sticks from the tutorials. How do you just pick up something, a game engine, drawing assets or other shit and become knowledgeable in what to do?
>>
>>743414872
We are in 2026 - have you considered LLM mentoring to help you getting started on your project ?
But in any case, having a solid idea about what you want to build first is always the best way to get started (even if it changes later on during dev - and IT WILL changes, that's the nature of the beast)
>>
>>743414119
this is correct
on a scale of "actually useful, obscure knowledge" downwards to "vague posting clickbait title" typically the more meme editing there is, the less effort is spent on actually teaching the viewer something useful or memorable.

same goes for "inflate the video time to 10 minutes" on a subject that should only be 1/10th that.
>>
>>743410928
oh yeah? show me all the unreal games that happened to, moron
>>
>>743414992
>We are in 2026 - have you considered LLM mentoring to help you getting started on your project ?
Yes and I rejected it. Dont care about using it to do someone elses projects but not my project.
>But in any case, having a solid idea about what you want to build first is always the best way to get started (even if it changes later on during dev - and IT WILL changes, that's the nature of the beast)
So start with the basics on how I initially want it to behave, like the movement and and shit and go from there? I guess if Im frustrated enough with things that dont work I will remember them out of spite. But is there more to learning than this process that Im missing? aside from llms of course
>>
>>743415220
More of a general idea of what your game is - gameplay, world and story if applicable, presentation. Anything that will help you produce a quick and dirty prototype first - something that you can refine later on.
>>
>>743414872
By not being a retard and using the skills you learned as a child in school. Lmfao.
>>
>>743415220
>Dont care about using it to do someone elses projects but not my project.
NTA but I think he meant using it to teach you, not using it to make your thing. I have AI help me code all the time but I don't copy paste anything it gives me, instead I tell it what I want to accomplish and then have it suggest approaches I could take to solve it and have it explain the solution to me so I can figure out how I want to apply the knowledge the way I actually think is best. You're an insect if you use it for designing anything but having it teach you the exact specific things you don't understand yet is helpful.

It's still only as useful as the questions you can ask or how hard you inquire about the answers, so it can be a skill issue of self expression too. But the basic idea is not to offload work to it, rather than teaching yourself. You're trying to hone yourself up to capability of doing this yourself, after all.
>>
>>743387815
Come to mention it that’s something that really put me off godot. At least C++ and C# are both in the family of C, godot is more like JavaScript, thus cringe as fuck
>>
>>743380328
doesnt matter, either way I just have the AI vibe code everything :3
>>
>>743415606
GDScript is honestly pretty straightforward and awesome. Way better than using something like C#.
>>
hows c++ support in godot?
>>
>>743387815
Which is the reason why I use C# or C++.
I don't like the idea of learning a new skill that won't be applicable outside of a very specific case.
>>
>>743394081
this is clearly a post about yourself and if you were bullied, your bullies were right to do so. You'd have to be beyond retarded to consider raytracing in a foss game engine, it's as if your interest only caters to buzzwords instead of technology.
Please kill yourself, you are actively slowing progress in games.
>>
>>743394618
you're too stupid for this anon. just pack it up
>>
>>743415809
Clunky. You need to properly setup your project and build the C++ bindings, to begin with.
That being said, they have made a lot of progress with how it integrates with the higher level functions of the engine.
Also the feature is still considered experimental. Expect stuff to break if you change the version of your Godot.
>>
>>743406572
the only thing I know is that if you intend to use pre pbr graphical techniques they're generally unsupported in unreal. unity retains things like native vertex shading.
>>
>>743385752
This, beeflang is better.
>>
>>743415809
I would recommend using C++ modules instead of messing with GDExtension. It is better integrated with the engine and less janky. The main tradeoff is that it takes longer to compile since you have to recompile the entire engine.
Also I am assuming you just mean that you want to write a small part of your game in C++. If you want to write the whole game in C++, you are in for a bad time, regardless of whatever engine/framework you use. There is a reason most games use scripting languages.
>>
>>743394570
>any reason for me not to use O3DE
Yes.
https://www.youtube.com/watch?v=siJkp5VW9bo
>>
>>743386895
>>743414353
>Can't you just use two quads with backface culling?
Ultimately I want to have a list of different sorites for different states of the characters. Having it set to one object just streamlines the process of switching between sprites when different conditions are met.
>>
>>743413916
Use generic sprite sheets, stick figures and AI slop as placeholders, then pay someone at the very end to redo them all into something good by hand.
>>
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WAKE UP ANON! It's time to practice your drawing skills!
https://www.youtube.com/watch?v=pD8ghAaAL5k
>>
>>743405458
>Seems like everyone is just talking about engines
So just like every other gamedev thread then (feel free to post your progress tho so I can steal).
>>
>>743402106
GamedevTV's are really good if you can get a hold of them for free; they are done by actual teachers and not just randos.
>>
>>743418873
>sorites
*Sprites



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