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File: sophia.png (320 KB, 790x794)
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Sophie edition

/gedg/ Wiki: https://wiki.installgentoo.com/wiki/Gedg

IRC: irc.rizon.net #/g/gedg

Next Progress Day: https://itch.io/jam/gedg-progress-day-4

Previous Progress Day: https://itch.io/jam/gedg-progress-day-3

/gedg/ Compendium: https://rentry.org/gedg

/agdg/: https://boards.4channel.org/vg/agdg

previous: https://desuarchive.org/g/thread/96043890

DON'T FORGET TO SIGN UP FOR PROGRESS DAY.
>>
>>96075480
>Industry? depending on your age, probably, tech is notoriously ageist.
I am 24, soon to be 25. Currently working as a waiter in some fancy restaurant.
>>96075480
>You spend a couple of years learning C++ or C#.
Whats the difference between C# and C++?
>>
>>96075525
What an ugly bitch.
>>
>>96075583
C++ is for pedophiles and C# is for job havers.
>>
>>96075646
For real, I want to get into the industry.
So far, saint google said C++ has better performance than C#, but is that true?
I also want to hear opinions from people who know more than me about languages.
>>
>>96075685
C++ is for AAA games
C# is for Unity (indie games)
pick your career path
>>
>>96075583
>I am 24, soon to be 25
ouch
sorry pal, if you didnt start programming since 5yrs, then your are fucked.
Learning a language properly will take you HOURS, not to mention you will need a good portfolio if you want to shine among the rest
>>
>>96075583
>>96075685
C# is java from microsoft, if you dont understand the difference between java and c++ then all you need to know is c++ is a lower level and harder, but is easier to run everywhere since you dont need a runtime unlike C# and java
>>
>>96075583
>Whats the difference between C# and C++?
Difficulty, you'll get much more proficient at C# faster than C++ in addition to >>96075707
Although they're a lot of AAA's games in Unity as well.
>>
>>96075737
>they're a lot of AAA's games in Unity as well.
no there arent
>>
>>96075729
>but is easier to run everywhere since you dont need a runtime unlike C# and java
You've got that backwards, also C++ has a runtime.
>>
>>96075721
>sorry pal, if you didnt start programming since 5yrs, then your are fucked.
the only project i did with java in hs was a calculator
is that good enough at least?
>>
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>using unity when this exist
>>
The Triangle has evolve into a square and now into a cube.
matrices rotations and translations seems to work.
next step: texture.
next step: improve/or shorten this functions

MLoadIdentity(Rotation1);
MLoadIdentity(Rotation2);
MLoadIdentity(Rotation3);

MRotate( Rotation1, rot, 1.0f, 0.0f, 0.0f);
MRotate( Rotation2, rot, 0.0f, 1.0f, 0.0f);
MRotate( Rotation3, rot, 0.0f, 0.0f, 1.0f);

glUniformMatrix4fv( glGetUniformLocation( GLSL_Prog[0], "modelRotation1"), 1, GL_FALSE, Rotation1);
glUniformMatrix4fv( glGetUniformLocation( GLSL_Prog[0], "modelRotation2"), 1, GL_FALSE, Rotation2);
glUniformMatrix4fv( glGetUniformLocation( GLSL_Prog[0], "modelRotation3"), 1, GL_FALSE, Rotation3);


Thinking about coding a similar function like glRotatef but with static matrix to hold the current rotations
maybe other steps: dig out from the archives about cube x sphere in frustum collisions


>>96075904
Yeah, people don't like to use C or C++
>>
>>96076169
>Yeah, people don't like to use C or C++
>he doesn't know about all the raylib bindings
I used raylib with common lisp in the past.
>>
>>96075768
Doesnt C++ make straight up binaries? yes you need a unix system, but for java or C# youd need the unix + vm runtime
>>
>>96076323
you dont need unix to run C++ binaries
>>
>>96075904
the logo is unappealing, so its shit
>>
>>96076440
Alright maybe im confused with the term runtime then, ill look more information about that.
>>
>>96076323
>>96075768

Yup C++ is a compiled language, it's not unix only that's only dependent on the compiler, all a compiler needs to do is follow the C++ standard and it can be ported to any platform under any architecture.
The output of a C++ compiler is a machine code executable that can be loaded and run directly on the CPU.

C#/Java are interpreted languages(kinda) the code is compiled down into byte code which then the JVM(a separate program, can be referred to as a run time) reads and executes.

This gives java/c# more portability as you can run any java code as long as you have a JVM available for your platform, that of course comes at a cost which is speed, the JVM has to read the code, do some logic, then execute the code (as opposed to having the CPU do that work)
Of course technologies such as JIT compilation can make interpreted faster and even comparable to compiled languages in specific cases.
>>
>>96076323
>yes you need a unix system
No, C/C++ are platform-independent programming languages. It's the platform-dependent compiler's to translate the language into the target's machine language.
>>
>>96075904
I want to do 3D.
(though I'm not using Unishit either)
>>
>>96076776

Honestly, I really enjoyed WebGL.
It's for the web and in javascript/typescript but it felt like a nice breath of fresh air after years of dealing with the annoying bits of OpenGL under C/C++, not that I don't like those languages but if I'm prototyping I'm probably gonna be using webgl or a utility library like three.js.
>>
>>96075685
C++ is what you will use in your real job after you realize how fucked gamedev is and eventually quit. better go with C++.
>>
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>>96076776
I believe most engines are 3D capable
Years ago there's Microsoft DirectDraw for Direct3D

Unless you want some level/sprite editor for your game like Charlie the Duck.

also since most of us here uses Opengl.
I haven't seen anyone uses DirectX
>>
>>96075525
>Game and Engine Dev General
How to create my own engine?
Whats considered the basic functionality of an engine?

Could I shit out a shitty 2D engine within a month?
>>
>>96076323
The C/C++ 'runtime' are usually provided by your operating system but when you start getting into embedded territory you don't have that so you start having to bake in Newlib.

People often don't think of theses as runtimes either because they aren't aware that they actually implement some of the language itself or because their only experience is with implementations that call out to system calls.
>>
>>96077026
https://www.wikihow.com/Make-a-Game-Engine#:~:text=You%20can%20create%20a%20game,own%20a%20simple%20game%20engine!
>>
>>96076323
Writing your own JVM is actually easier than writing/retargetting a C++ compiler. There's several JVM's that run on 16-bit IC's with <16kb RAM.
>>
>>96077026
https://www.youtube.com/playlist?list=PLU2nPsAdxKWQYxkmQ3TdbLsyc1l2j25XM
eh, follow this 120 episodes on how to make a game engine.

>But it's too long.
Or just make a simple game in your favorite language.
and from the same source code projects of yours, make more different game of it
by reusing and retooling everything
>>
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>>96076169
THIS GUY MADE 1 TRIANGLE INTO 6
WHAT A MADLAD
>>
>>96077026
>Could I shit out a shitty 2D engine within a month?
Yes, provided that you already know how to program and make 2D games. Otherwise you'll need to learn:
https://github.com/useflashpunk/FlashPunk
https://github.com/MonoGame/MonoGame
https://github.com/libgdx/libgdx
https://github.com/love2d/love
https://github.com/pygame/pygame
>>
>>96077221
Thanks
>6
it's 12

Here's some code.


static float culRotation[16];
static int counter = 0;

void gMatrixRotation( GLuint Prog, GLfloat angle, GLfloat x, GLfloat y, GLfloat z){

float Temp[16];

if( counter == 0){
MLoadIdentity( culRotation);
MRotate( culRotation, angle, x, y, z);
}else if( counter > 0){
MLoadIdentity( Temp);
MRotate( Temp, angle, x, y, z);
MMultiply( culRotation, culRotation, Temp);
}

counter += 1;
}


void gPopMatrix(GLuint Prog, const char * uniform){

// push stuf to the shader program
glUniformMatrix4fv( glGetUniformLocation( Prog, uniform), 1, GL_FALSE, culRotation);

MLoadIdentity(culRotation);
counter = 0;
}



to replace this

        MLoadIdentity(Rotation1); 
MLoadIdentity(Rotation2);
MLoadIdentity(Rotation3);

MRotate( Rotation1, rot, 1.0f, 0.0f, 0.0f);
MRotate( Rotation2, rot, 0.0f, 1.0f, 0.0f);
MRotate( Rotation3, rot, 0.0f, 0.0f, 1.0f);

glUniformMatrix4fv( glGetUniformLocation( GLSL_Prog[0], "modelRotation"), 1, GL_FALSE, Rotation1);
glUniformMatrix4fv( glGetUniformLocation( GLSL_Prog[0], "modelRotation2"), 1, GL_FALSE, Rotation2);
glUniformMatrix4fv( glGetUniformLocation( GLSL_Prog[0], "modelRotation3"), 1, GL_FALSE, Rotation3);

into this.
        gMatrixRotation( GLSL_Prog[0], rot, 0.0f, 0.0f, 1.0f);
gMatrixRotation( GLSL_Prog[0], rot, 0.0f, 1.0f, 0.0f);
gMatrixRotation( GLSL_Prog[0], rot, 1.0f, 0.0f, 0.0f);
gPopMatrix( GLSL_Prog[0], "modelRotation");
>>
>>96077790
thats an awful amount of global state you have there
>>
>>96077790
i know its 12 but i only see 6 on the screen
>>
>>96077920
just two
static float    culRotation[16];
static int counter;


If you're refering to the MLoadIdentity stuff, those are in the rendering loop.
>>
>>96078005
its still fragile and bad practice. just saying it now
>>
Creating an engine is too much for a thesis right?
>>
>>96078162
unless the thesis is on reinventing the wheel, yes
>>
>>96075685
>C++ has better performance than C#
Ryujinx is written in C#, PCSX2 is C++. I can get 4k60 in Astral Chain on Ryujinx but I can only get 80% speed in FF9 on PCSX2, which basically proves that C++ is in fact slower than C# for anything more complicated than reversing a list of 5 numbers (and maybe even for that).
>>
>>96078158
I know, some are just there to make things easy and manageable
and they will be replace eventually
In the end it will goes to valgrind, test if I can find any other leaks
>>
>>96078162
But you're gonna get a job.
unlike the other unity/godot developers
>>
>>96078158
not even true in every case
as long as you don't abuse it and generally design your code base well enough so that you can reasonably replace it in the future if need be then who cares, practice dogmatism is what leads to horrible shit like OOP
>>
>>96078730
>tutorials/devs say OOP is good for game dev
>/g/ says its shit for game dev
who's in the right and who's in the wrong and why?
>>
>>96078730
literally functional programming. who said anything about oop? grasp harder
>>
>>96078787
global state exists in both functional and oop retard, i just brought up OOP as an example of things people dogmatically follow to a fault (FP is another example with purity).
>>
>>96078782
OOP has fallen out of favor especially for gamedev because it adds a bunch of complexity that also just hinders performance, so is basically just a net negative. data oriented design seems to be the response to that.
OOP is probably recommended a lot in tutorials and from devs talking to beginners because that is what most people learn in school anyway; it's the more intuitive way of programming; and is what languages like C# encourage in terms of language design (since it seems like most people using an existing game engine were using unity).
At the end of the day you can use whatever you want if it leads to a good game, but of course when it comes to things like performance just be aware of the other approaches out there and why they exist (and if they are even right for you/what you're making)
>>
>>96078782
/g/ doesn't even know Linux heavily utilizes OOP.
>>
>>96078907
DOD/ECS is OOP.
>>
>>96078782
megastruct entities are good for like 95% of solodev games

Every entity has a "float fire_status_effect_remaining_time"
but they also all have "bool flammable"

Oops, ECS, etc, are all just ways to save the 4 bytes of memory for the redundant "float fire_status_effect_remaining_time" on non-famable entities
>>
>>96078938
DOD != ECS and you have no idea what you're talking about
>>
>>96077019
Vulkan master race. The feeling of superiority when I see the cube on the screen after 40 hours of work. It's orgasmic.
>>
>>96078162
This is what I'm gonna do for my bachelor's capstone. Simple 2D ECS with C++, SDL, and Lua scripting.
>>
>>96078162
Depends what you mean by thesis. PhD for computer science? Nah, that's fine. Bachelor's fucking anything? No, not at all.
>>
>>96078979
i am using wgpu but there are days where I do think about just using vulkan with rust bindings...it's tempting since there is a lot of overlap with how you do things but of course vulkan is just more verbose. I guess if I go 3d I'll make the switch with Ash
>>
Speaking of jobs may I interest you gentlemen who already work for less than peanuts to make me a video game for initial money and a lifelong percentage? my initial offer is $5000


I require you to either make an engine from scratch or modify an existing framework NOT owned by Microsoft to include the following:
3D RNG voxel renderer
hack n slash combat + silent hill combat
Parkour
A dynamic AI system which doesn't require 500 conditions all leading to 1 action.
Lighting mechanics
Almost every environmental object must be interactive(by player, AI, other objects and environmental factors such as acid, lava, water) including the floors, walls, ceiling, doors.

On top of the 3D I require a 2D system and non laggy UI.
2D must include a dynamic animation system so the animator can easily modify and implement new animations and the animation can be stopped, rewinded, advanced, interacted with.

The system requirements should be AT BEST I5-2500k + 1060 6GB + 16GB RAM at 100 FPS at best graphics.
I'd like this game in thr future to have the potential to be played on a mobile platform without lagging.
>>
>>96079056
would you also like me to watch you fuck my wife while I am programming it?
>>
>>96079112
Ew no, your wife is ugly. Give me your waifu instead.
You'd have to pay me to fuck your wife.
>>
>>96079056
Look no matter how much experienced programmers like to get jobs on 4chan(...) no one with any savvy is gonna want to work for you with this post,feels like it's from an obvious nodev/ headcannondev who throws around empty worsd like that as if it was self-explanatory and will never in amillion years deliver. you need a design document, "AI system","parkour", "interactable environment" can mean a billion different things depending what the design actually is. Like what do you actually do in your game, never mind other vital questions such as : How are you gonna pay. where are you hiring. what's the time frame, etc..
>>
>>96079056
would you also like to watch me fuck your wife while I am programming it?
>>
>>96079056
>the friend with a million dollar idea, but no programming skills
every. single. time
>>
>>96079056
>$5000

The best I can give you is this.
https://www.youtube.com/watch?v=79avXCVLNO0

it's coded in C, runs on my A10-7890k computer.
And yes, I'm John Carmack, from Wiering software, the nigger version of Netherland
>>
>>96079134
you just made her cry :( now I gotta clean this mess up
....good luck on your game and fuck you....
>>
uoh
>>
>>96079292
so how much did you pay for her "transition"?
just so I know how much I can ask of you, since 5000 seems kinda low
>>
>>96079056
>fully destructive world
>AI innovations
>parkour and combat ripped from games that don't fit with a Minecraft world
>"Everything is dynamic"
>you do all the coding for me
hey I got a BINGO!
>>
>>96078979
>orgasmic.
I know that feel all too well, seeing cubes on my screen

well, back to do some refactoring, fixing the texcoords
>>
>>96079056
>2D must include a dynamic animation system so the animator can easily modify and implement new animations and the animation can be stopped, rewinded, advanced, interacted with.
What the hell are you talking about
>>
>>96079148
Is Youtube dogshit or is that duck obviously skipping frames or the game isn't running at 60 FPS?

>The water acts as a teleporter
Noice.
>>
>>96078975
How did you get "DOD != ECS" from "DOD/ECS"? Your in a fucking programming thread and you don't know what "exclusive or" is?
>>
>>96079056
Yeah sure send me the money i'll begin right away
>>
>>96080110
maybe Youtube or maybe the person uses a shit encoder
https://www.youtube.com/watch?v=gUy0E2zScGA


Oh yeah, can some anon, knows where I can get cheap or free assets?
And since lots of people uses Unity, what kinda 3d models are they using?
And can we read these files using C/C++?
>>
>>96080158
>5 cents have been deposited in your account
>The rest of the $4999.95 will be deposited after you finish the game.
>>
>>96077019
awesome game
>>
>>96080140
in what reality is "/" representative of XOR? if I am being generous you could say you meant "DOD OR ECS" but they are really still apples an oranges, one being a paradigm and the other a architectural design pattern so to bundle them up and say they are OOP is as retarded as saying something like "FP/Singletons are just OOP".
though to even suggest DOD or ECS is OOP already shows you probably know little about programming, so I'll stop feeding (You)s
>>
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>>96080269
>Only understands OOP through the lenses of C++/C#
>Accuses other people of knowing little about programming
Your upsetting Alan Kay, apologize.
>>
>>96078938
Retard.
>>96080269
DOD is just a fancy term for procedural programming and ECS is a generalized form of how old procedural style game development worked.
>>96080380
Alan Kay's idea of OOP is completely dead and only even possible in dead languages nobody uses like Smalltalk and a few lisp dialects.
>>
>>96079056
Don't ask these retard millennials and gen-zers to work. They don't know what work is.
All they know at first is 1) Eww you're not Chad, you must have x y z and take me out to dinner first and give me 100 free vacation days and 360k/year salaries or else I won't work OH and the job must be easy
2) OH MY GOD YES CHAD SIR I will eat your shit and work for 2 pizzas A WEEK, A WEEK BABY. 7/7 days a week

In order to get these retards to work for you you don't need money. You need influence, reputation, to show em who's boss, these cowards react to reputation like the superficial whores they are. They'll readily suck your dick the moment you flash your "Microsoft & EA employer" card to them cause they're just like femininsts; all companies are evil until they give me free dick then I suddenly become a whore.

You want them to work for you you flash that professional EA pussy/dick right away, smile at them, pet their head, promise them they'll work on their favourite fandom and suddenly they won't even be asking for money, let alone a contract or anything similar. Generation of cowardly subservient whores who PRETEND they're hot shit elitists with standards but the moment you crack em you see them for who they really are. Whores who work for peanuts if you're THE BOSS. Do not post an anon, they don't respect anon because they don't respect themselves. Post as a big dick tripfag with a twitter name employer from EA and smile nicely at them, they'll get all giddy like a dog in heat.
>>
>>96080171
https://www.kenney.nl/assets
>since lots of people uses Unity
this is a contentious statement in september 2023
>>
any tips to pick libraries for an engine? im more interested on working on higher level tools like an editor and scripting apis than low level stuff (physics, renderer...)
id like it to be able to export to web and consoles (even when ill never make a console game) so something like raylib would be out of consideration
>>
>>96082238
2D: SFML + RAYLIB
3D: godot
>>
>>96082238
xenko / stride is made up of modular pieces
>>
>>96082238
https://bkaradzic.github.io/bgfx/overview.html
https://github.com/jrouwe/JoltPhysics
If making your own UI framework for the editor isn't interesting either:
https://www.qt.io/
>>
>>96079056
>my initial offer is $5000
What's your secondary offer?
>>
>>96084822
5 dollah
>>
>>96075646
Yeah, totally.
>>
>>96085065
DELETE THAT PIC, IM GONNA BARF
>>
>>96078907
>OOP has fallen out of favor especially for gamedev because it adds a bunch of complexity that also just hinders performance, so is basically just a net negative. data oriented design seems to be the response to that.
This is complete bullshit, everyone in the game industry still uses OOP
>>
>>96085163
That's what happens when you're stuck with codebases from the dark ages before everyone realized OOP was a mistake.
>>
>>96085383
This is what happens when your only source of information is reading shit online
Game developers all use OOP. 99% of games are OOP. Stop embarrassing yourself
>>
>>96085412
you must have a really retarded definition of what OOP is then.
I'd agree that of course the majority of games made now are still OOP since it's low barrier to entry and the majority of games are just slop churned out to make a quick buck (like most shit on the steam's new releases list), but devs that are actually serious about performance and non shit code base design have switched out of the OOP paradigm a long time ago. It's why you see more people talking about and using ECSs for example.
>>
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>>96085065
speaking of github
>>
>>96085521
he will never pass
>>
>>96085508
The majority of games are OOP because it's the best fitting paradigm for games. The games with the best performance are OOP. ECS has only been used by a small handful of real games, ECS lives mostly in the domain of terminally online hackers who get nothing done
>>
>>96085799
not him
>20 layers of inheritance
yeah, gonna pass on that
>>
>>96085929
>strawmanning
>>
>>96085953
i just gave an example bro
>>
>>96085960
OOP doesnt equal inheritance and it certainly doesnt equal 20 layers of inheritance
>>
>>96085799
>The majority of buildings are wood because it's the best material for construction. The buildings with the best structural integrity are wood. Concrete has only been used by a small handful of real buildings, Concrete lives mostly in the domain of eggheads who get nothing done
>>
>>96085799
I guess you'd have to explain what OOP means to you because there's nothing performant about OOP in the common usage of the term; It's horrible for data locality, the cache, SIMD, minimizing heap allocations, parallelization, etc. because it forces an abstraction based on a retarded way of thinking of code that is completely orthogonal to how data is actually processed in the underlying hardware.
I don't know if you're implying that OOP is just as simple as using a struct to fulfill the criteria but if you honestly think high performance well optimized games are using OOP then you are retarded and I would be curious to see what OOP even means to you.
>>
>>96085978
would you rather have 20 layers of inheritance or an ECS?
>>
>>96085985
Concrete is used all over the fucking place, terrible analogy. All the best performing games are written in OOP, this is fact, not speculation
You literally have no idea what the fuck you're talking about, you don't know what happens in the game industry, you're just imagining things based on what you read online
>>
>>96086009
Since you're clearly to stupid to understand, I'll spell it out for you: Attacking a new way of doing things by claiming nothing was done that way before is a logical fallacy.
>>
>>96085799
also just for the sake of clarity, I wasn't saying ECS is like the be all end all to OOP for game design since apparently it has its own issues in terms of being very excessive for smaller projects from what I've heard for example, I just used it as an example of people getting out of the OOP paradigm into things that can more easily tackle the problems games bring.
>>
>>96086027
its called appeal to majority in this case, if we go by
> 99% of games are OOP
from >>96085412
>>
>>96086001
I don't THINK high performance games are using OOP, I KNOW they are. They aren't Clean Code Uncle Bob style where everything is a bunch of tiny heap-allocated objects with a huge stack of virtual calls if that's what you're imagining OOP is

>>96086008
hard to answer because I can't imagine what anyone would use 20 layers of inheritance for
>>
>>96086074
>hard to answer because I can't imagine what anyone would use 20 layers of inheritance for
i've seen it a lot with UI shit
>>
>>96086027
Clearly you're too stupid to read the reply chain
>>
>>96086097
i gave an explanation why it a fallacy when i replied to the guy >>96086042
>>
>>96086128
There's no fallacy here, you don't even know what the discussion about, I was correcting somebody saying something that was factually wrong
>>
>>96086074
>la la la la im not listening!!!! oop go zoom zoom!!!! fast, i know it is because i just know and I cant even define it!!!! i wont say why it good for performance!!!! i wont acknowledge that it is horrible for all basic aspects of CPU/GPU optimizations!!!!!
ok retard you don't know anything about what makes a game performant and are just going to say "me rite u rong", goodbye rajesh
>>
>>96086145
You're just embarrassing yourself now.
>>
>>96086175
I know that high performing games use OOP because I've seen or heard about the code, I'm not speculating
I didn't say it was good for performance, it's mostly orthogonal to performance
Why don't YOU tell me what you think OOP is
>>
>>96086181
You didn't read the reply chain
>>
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>>96075525
Currently working on rewriting me Rust game engine from the bottom up for better performance and productivity. Fri this is one of the old pics of what my engine could render, but after this rewrite I'm going to keep it very simple in terms of rendering, or make it customizable enough so that you can disable / add on your own effects without any problems.
>>
>>96086268
very nice anon, what API are you using? wgpu? ash/vulkano?
>>
>>96086268
why not just use bevy?
>>
anyone know of a better way of making an outline?
currently, im rendering a wireframe version of the model and culling the front faces
>>
>>96078820
changing global state is a side effect in fp retard.
if he had programmed it with another parameter for count and either return a matrix or have an out parameter for it, it would be much
and you are still crying over oop when no one suggested oop. do you think c is oop just because you have structs? does sum data types scare you?
>>
>check cpu usage at a heavy load part of game
>6.5%
>check cpu usage at a low load part of game
>6.5%
>replace while loop with graphic library's sleep function
>check cpu usage at a heavy load part of game
>0.3%
i..... i thought it would get optimized....
>>
>>96086830
Render to a stencil buffer. https://www.khronos.org/opengl/wiki/Stencil_Test#Stencil_buffer Then draw a quad over the screen that samples a + out of that buffer. (Not done this myself.)
>>
>>96086830
do edge detection on the buffer's Z channel (e.g. Sobel filter), then threshold the absolute value to filter out small changes in Z?
>>
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I am trying to make an algorithm to generate a specific type of graph. It will represent the map of nodes a player can take to the end goal of a singular node at the top level. Nodes and edges will be generated randomly to allow player to change paths. A player will be able to start from the bottom depth and can move along edges in a directed manner. I want every possible path to take equal steps to reach the endgoal so structuring the map in levels seem logical. I also dont want any dead ends. I also dont want nodes that dont have an incoming edge from a lower depth. More than one incoming and outgoing edges are allowed. Also when I eventually draw the level physically with k px space between nodes in the same level on x axis and l px space between y axis in nodes of different level, I dont want edges to intersect physically. I want to give k,l and d(depth of graph) and w (max no of nodes each depth) as parameters. What kind of algorithm is fit for that purpose? Pic related is my endgoal basically
>>
>>96089171
Use your brain and figure it out
>>
>>96086830
displace each vertex along their normals and draw with just a solid color, then set the depth comparison to let the actual model draw on top, and then draw the model again as normal
>>
>>96089189
Thanks for the advice friend! I sure will!
>>
>>96089210
You described all the constraints of the problem, you have everything you need to arrive upon the solution
We aren't doing your homework for you
>>
>>96088976
That would still leave the nose outlined.
>>96086830
>>96088942
Actually forget the +, just sample the stencil w/o offset but use derivative functions for 1337 cred. I think this is the standard solution for doing highlights.
>>
When it comes to shadows performance, is the number of triangles the most impacting thing? Can I get away with a lot of real-time shadows if the objects casting them have very few triangles?
>>
>>96090453
no, triangles dont mean shit on modern GPUs
shadow performance scales prarmily with the amount of shadow casting lights, their range, and the resolution of the shadows
>>
>>96090453
scales multilinearly
>>
>>96090514
I see. Isn't the resolution of the shadows impacted by the number of triangles?
>>
>>96090681
no, to draw a shadow map you draw your scene to a texture
>>
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>>96091091
I believe that games should be ambitious, and that they can provide a experience beyond what other mediums can as long as you don't remove the interactive aspect of them. Just see this 1982:
>The Hobbit was all written using the latest techniques from university. The messages, for example, were coded in a database that would contain the sentence structure only. When you used a sentence, the message engine would replace the subject, object, adjective, and verb for the current situation, and put the right ending on each (singular, plural, female, etc). The actual words were kept elsewhere, and were looked up when needed. So, unlike other games of the time, you couldn’t dump the message database to give you clues about how to play the game.

>Each object had a set of characteristics, and you could perform actions on the object based on the characteristics. For example, it could be alive (an animal) or dead. It had weight associated with it. So you could pick up any object that was light enough and use it as a weapon, whether it was a “weapon” or not. If it was a dead animal, that was no different from any other heavy object. If it was a live animal, it would probably struggle or fight, depending on it’s character profile.
>>
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>>96091113
>Each animal’s “character” was a list of actions that they could choose between. Sometimes, they would just cycle through the actions one after the other, and sometimes they would change to a different set based on what had happened before – like the friendly dwarf, who could become violent once he’d been attacked (or picked up). An action could invoke a general routine – like, choose a random direction and run, which was the same for all animals; or, it could be an action specific only to this animal, like, choose any live object and kill it.

>The Hobbit was written with the intention of being a “game engine”. The locations, the animals, the language engine and the message engine were all built using database-like techniques, so that they could be replaced to turn the game into a different game. We even talked about developing a “game editor” that allowed people to develop their own games through an interface. But I don’t think it was ever followed through the way we’d originally thought. When we started talking about Sherlock as the next game, it was clear that the adventure engine wouldn’t apply, and we’d need a different model for solving mysteries.

https://www.avventuretestuali.com/interviste/megler-eng/
>>
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>>96091128
>The Hobbit was a tough game to test. Unlike the other games of the time, it was written in Assembler, not Basic, and we would find bugs in the assembly and linking programs. Also, it was not deterministic, and the game played differently every time you played it, as a result of Philip doing a lot of work to develop a “perfect” randomizing routine. Literally, the player had a turn, then each animal had a turn, and the animals just “played” the game themselves according to their character profile, which included interacting with each other. In essence, the animals would do to each other anything that they could do to or with you. So we would constantly have animals interacting in ways that had never been programmed or envisioned. The game would crash because of something that happened in another part of the game that you as the user (or person testing the game!) didn’t see, because the game only showed you what was happening in your location. For a while, we had terrible trouble with all the animals showing up in one location and then killing each other before you got there, before I got the character profiles better adjusted!

>For the time, this was a very revolutionary design; the model then was the classic Unix Adventure, where each animal was tied to one location, only did one thing, and acted the same way each time. Even in the arcade games, we were able to identify that each object that you interacted with performed the same way each time, and never interacted with each other at all.

>Also, with the language engine, you could interact with the animals in ways we’d never thought of. So people would constantly be writing to us telling us they’d done things that we never thought of, and didn’t realize the game was capable of. In fact, we originally wrote the “save” mechanism to help us debug.
>>
>>96075583
Don't listen to the nodev.

I did some programming in highschool but not much at home, now I'm 28 and started learning all about programming two years ago. I work part time and spend some of my free time programming.

Don't do the mistake I did and start with C, go through all of HTDP instead and then pick up C or C++.
>>
>>96091113
>>96091128
>>96091148
tldr. nice blogpost
>>
what's the difference between this general and /agdg/?
>>96091275
>>
>>96091691
didn't mean to reply
>>
>>96091691
people here are either dumber or more autistic
>>
>>96091691
>>96091695
I'll reply anyway.

This general is all about the low-level details and learning how to make games from the ground up.

agdg is more about amateur gamedevs sharing their day-to-day work.
>>
>>96086830
https://twitter.com/turanszkij/status/1680459640272822272
>>
>>96091691
/agdg/ is more higher level, using high level editors etc etc
/gedg/ is more low level, using C/C++, web assembly.
Instead of editors we uses matrices and vectors, graphic cards programming through shaders.
We're kinda more old skool
>>
>>96093069
>web assembly
webdevs out
>>
>>96093098
C/C++,R̶u̶s̶t̶ for webdev is impressive
and using Cordova for mobile games, pretty impressive
>>
>>96093203
mobile games are garbage and webdev is off-topic
>>
>>96093098
There are runtimes that can execution WASM bytecode outside the browser.
That with webgpu has a potential to become a pretty appealing techstack for cross-platform gamedev in the future.
https://www.youtube.com/watch?v=I-tN3dS2zwA
>>
>>96093263
>That with webgpu has a potential to become a pretty appealing techstack for cross-platform gamedev in the future.
Only if you're making mobile garbage
>>
>>96093284
Whatever you say, champ.
>>
>>96093327
Why the fuck would anyone want to make a game that runs in a VM unless you were a mobile dev?
>>
>>96093341
Not everyone has the sufficient resources or skills to make a native app that target several platforms.
And it's only in a VM on the platforms that don't have a native compiler for whatever language you're using.

Also
https://docs.rs/wasmer-compiler-llvm/latest/wasmer_compiler_llvm/
>>
>>96092725
i only see one post?
>>
>>96093426
>Not everyone has the sufficient resources or skills to make a native app that target several platforms.
Typically you build for 1 or 2 main platforms then do ports after release
>>
How's the switch to Unreal going for everyone?
>>
>>96094243
If by switching to Unreal you mean the 5th major re-write of my triangle renderer, it's going great thanks for asking
>>
>>96094243
im busy procrastinating
>>
>>96094284
pretty based. Is it a PBR triangle renderer?

For real though guys, will I be more likely to get hired by writing a toy renderer from the ground up, or contributing bugfixes to an open source renderer?
>>
>>96094357
i'd say toy renderer, it shows you know how to write and maintain mid size projects
>>
>>96094357
>pretty based. Is it a PBR triangle renderer?
sure why not you can use any shader you want.
>>
>>96094357
writing a toy renderer from the ground up
>>
>>96094469
>>96094398
>>96094378
>on 4chan mid-morning on a weekday

>>96094357
clearly you should always do the opposite of what 4chan says.
>>
>>96094483
>>on 4chan mid-morning on a weekday
not a mutt, sorry
>>
>>96094494
That's even worse
>>
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>>96094551
>>
>>96091128
damn, that screenshot brings back memories. other than that tldr.
t. ancient oldfag
>>
>>96079056
this is a year (minimum if you're super good at everything) worth of work and you're offering less than minimum wage for it.

Try $5,000 per month and even then most devs will turn their nose because they can make 1.5-3x that elsewhere
>>
>>96094483
>Catalog
>he doesn't shitpost on company dime.
>>
>>96094742
>they can make 1.5-3x that elsewhere
I thought this was a pretty standard situation in gamedev. it takes a special kind of retard to code games for a living.
>>
>>96094793
the "gamedevs get paid shit" meme is outdated, they get paid the same as ordinary programmers these days
>>
>>96094793
when I was applying to smaller studios they were offering $70-90. That's on the low side considering I can make $130+ if I work outside games

The only way I would work for $50,000 is if I had total autonomy and was putting in 20hr weeks
>>
>>96094853
I guess this must depend on the studio and location. I still earn >2x more than some of my buddies who stayed in gamedev.
>>
>>96094989
do they work at real studios or indie ones?
>>
>>96095002
indie. like most gamedevs, probably?
even assuming better pay at big studios, I still wouldn't come back. gamedev was the only industry in which I ever heard about "crunch time". fuck that.
>>
>>96095135
the last time I worked in the game industry 90% of them worked in AAA companies
>>
How is Odin?
>>
>>96075525
i like your new model.
>>
>>96095445
ain't mine kek
>>
>>96095408
He's in vahalla chilling
>>
>>96094865
as from someone coming from a third world country that ain't India
$70-90 is a lot of money
And also since the barrier is so high, nobody is doing that beside webdev and callcenters
>>
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Another algorithm implemented
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>>96093477
If were to do typical things I would just use an engine, my engine is cross-platform from the ground up, and I am not doing high fidelity graphics so mobile is perfectly fine.
>>
>>96096531
if you're making mobileslop just use an existing engine
>>
>>96096585
I am not making mobile-slop exclusively.
>>
>>96096617
got all your games planned out have you
>>
>>96096646
I have about 4 ideas, the first two are simple enough to get ported to mobile.
>>
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>>96075525
Would you?
>>
>>96096435
more regkeys written
>>
Hey fellow Vulkan chads, I was looking at some shadow mapping video and stumbled on this guy.
https://www.youtube.com/watch?v=8rNl4A0qGao
His github is a gold mine of vulkan example. Like how to implement shadow mapping with multiple lights like in the video above.
https://github.com/SaschaWillems/Vulkan/blob/master/examples/deferredshadows/deferredshadows.cpp
>>
>>96096931
Ooh, neat.
Thanks for sharing, anon.
>>
>>96086830
https://learnopengl.com/Advanced-OpenGL/Stencil-testing
specifically the section on object outlining covers what you want.
>>
>>96091691
You make the difference.
>>
>>96091113
>>96091128
>>96091148
I liked this, thanks.
>>
>>96093464
Got you. Check also his blog for more articles on game engine dev:
https://wickedengine.net/category/devblog/
>>
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>>96075525
Is there any decent tutorial for mobile in Unreal 5? I can find a handful but for Unreal 4, made by pajeets and using a premade project.
Or even a long-ass tutorial about minimalist stuff in Unreal 5. Tried even the emptiest scene, but it come with 6 gorillons effects, and more shit appear in the hierarchy once in play mode.
... I just want to setup 3 colored cube, a camera, one light and no other effects, ffs.
Feel like the engine is over-designed to shit out "hire this man" memes and doing simpler shit is a pain.
>>
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>>96096688
Would I?
>>
>>96093464
s/twitter.com/nitter.net in the future.
>>
>>96095408
i'm currently doing learnopengl with it so i can learn both simultaneously. enjoying it so far.
>>
>>96099161
try an older version of the engine, one that isn't crumpled on features that you won't use yet
>>
>>96076776
Raylib has 3d ffs just go to the website and read the example code
>>
>>96079056
I'll take the 5000, take your idea and publish it under a different name and keep all the profit for myself..deal?
>>
Shutup nodevs.

Nodevs, shutup.
>>
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Any other web-wagies wanting to use SQL queries in their games? I was working on a card game and always wanted to do something like querying decks by enemy ID and whatnot, but felt like Unity wasn't meant to be used that way. Any engines with more of a database-centric design? (other than RPG Maker)
>>
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makin a game in C with SDL2
been working on it every day for almost 2 months now, got about 7k lines of code and hardly any textures lol
it's my first game ive ever tried making
>>
>>96101836
LINQ is pretty similar to SQL but I don't think it is suitable for games because of its performance.
>>
FNA bros, we are back
https://youtu.be/AG9nWNI5h90?si=2tVpDF_vX9i030dc
>>
>>96101836
just use a single .csv or something, you don't need a whole capitol D Database
or have one file for each card, and put them all in a folder
>>
>>96102468
FNA, nobody is using that shit. I just wonder why the monogame retards or the FNA monkeys can't implement effects using a portable intermediate API to get the shit working on openGL or DirectX. It's not that hard.
>>
>>96102850
But in Unity you'd have to use addressables (good?) or Resource.Load which usually are a bit of a no-go? I'm not sure there are ways of doing this without a big Prefab dictionary
>>
>>96101836
No, I will only do that for my editor where you would be able to linq on all objects.
>>
>>96101836
SQL in games sounds retarded, make a server and make requests for decks or something
>>
>>96102264
looks like it's time to write a particle system
>>
>>96102902
every engine has their own prefered way to load resources, and ways to create custom resource formats
so you would create a card resource type
>>
>>96101836
its a good idea but probably more than you need unless you are managing something like user generated content
>>
>>96075525
Bros, should i move to unreal? I have not been in middle of any project

I figired unreal 4.27.2 because its stable, has less bugs than 5.x and is more lightweight. It seems like bad idea changing engine versions in middle of large projects (say 3 year long project) so starting with unreal 5.x versions seems bad since it still has ton of bugs amd crashes but then on top of that i would have to be porting/changing versions mid project if i dont wamt to be stuck on buggy version for 3 years


Thay being said i got no experience in c++ (i only have C experience)

I want to make 3d game btw and had some experience with unity (made proc gen terrain with aeroplane simulation flying in it) but i got no coding inventory, animation etc experience so it wouldmt be like im throwing away too much of knowledge
Should ido it?
>>
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redpill me on raylib
why is there absolutely nothing decent made on it?
i was thinking of learning monogame because i'm a full time C# developer, but going off the example projects, it's just as capable as it even with C# bindings
>>
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>>96096688
PUTA
>>
>>96103253
raylib is worthless meme software for making toys, as soon as you try to do anything big or complex you will be hamstrung by the framework.
then you have to try and dig in and do it yourself, except that all the stuff that was hidden from you can't be used, so you're basically just making everything by yourself anyway.
don't use this trash meme
>>
>>96103253
basically it's like a reference implementation you can cheat off to write your own engine
>>
>>96103832
My daughter Godot-chan is not a puta
>>
>>96103253
It's a meme library using other substandard libraries like stb_image and stb_truetype (and GLFW).
>>
>>96101836
Could try using sqlite since that can run from a single local file
>>
Also can anyone help.
for those who uses opengl/vulkan.
How do you do frustum culling?
Since I love cubes so much, I wanna populate my virtual dimention with lots of cubes
but also want to use frustum cull most of the unseen cubes

>>96102921
it is, but when I was thinking minecraft.
in endless x, 256, z cubes world, using SQL won't be that crazy.
>>
>>96105028
Fast Extraction of Viewing Frustum Planes from the World-
View-Projection Matrix
Gil Gribb
Klaus Hartmann
That's what Minecraft uses.
>>
>>96105117
thanks

Seems like we need a thread since this one hit the maximum
>>
>>96102921
I agree for most real time applications, but for card games and classic JRPGs it looks like a reasonable idea in my head. Not very different from the RPG Maker database to be honest.
>>96104661
I'll look into it, I've also read castleDB (was) great.
>>
>>96105326
no problem, its a really well written paper using basic calculus 3 working through the derivation is not too much of a challenge and using the code is super easy
>>
Also lol, if anyone is working for Godot team.
Someone(re-logic) just donated 100k for their engine.
I'm not gonna be surprise if there are more people/studio gonna donate to them
>>
>>96105028
I just use my existing collision algorithm (GJK)
>>
>>96103845
Raylib too? Is SDL the only way to go? Are there any openGL wrappers worth using long term?
>>
>>96106664
depends what you're doing
raylib is ok if you're making small 2D games
>>
>>96106664
you should use WebGPU if you want to target modern desktops but without the overhead of Vulkan.

>Is SDL the only way to go?
No, you can use GLFW if you want. Or Allegro5. Or SFML.
>>
>>96106714
>you should use WebGPU
no you shouldnt
>>
>>96106664
SFML is nice for small scale 2D games
I've also seen some people use it just for the 2d parts (UI) for 3d games
>>
>>96106714
>>96106749
>SFML
That's what I'm using but I've fallen into its trap because it doesn't support HDR, any form of 3D (unless you absolutely don't use its graphics api), controller rumble, multiple screens, and the list goes on and on. I've been wanting to move to SDL for its rich features but I don't want to rewrite graphics api and make sure it's stable on all GPUs.
>>
>>96075525
did you go back into the archives to download that model or were you the one who asked for the download? i thought it was rotate that asked for it. unless... is froggy really rotate?
>>
>>96106664
SDL is bloat, if want to use opengl then GLFW is the way to go, but it's not a good library.
>>
>>96106726
>no explanation why
next time don't post, WebGPU has a dawn backend that is backed by Google. It's good enough for serious graphics already. OpenGL is deprecated on Mac, it's a non starter if you care about portability. Vulkan has the potential to be faster but it's 100x more complicated for noobs. If you don't give a shit about mac use OpenGL 4.6

That's how you give a real answer bitch.

>>96106893
>HDR
You have to implement this yourself if you're using a graphics API directly.

>multiple screens, rumble, audio, windowing
Use SDL if you want support for all the common things like that.
>>
>>96107168
>>no explanation why
it's web shit
>>
>>96107168
>You have to implement this yourself if you're using a graphics API directly.
That's what I did along with many other features. I doesn't sit well with me that I have to modify SFML rather than doing it in my project. Because of its design it doesn't allow you to add your implementation to the mix from the outside.
Want to add sprite batching by cleverly extending RenderTarget? Fuck you, it's designed so that you can't polymorph it.
Want to make your own version of a SFML class? Fuck you again because it uses friend classes all over so you won't be able to do that.
At this point I'm tired of it. There was a time when SFML staff spent fuckton of time coming up with excuses not to add GL_MAX and GL_MIN because apparently it's bloat, just to add it later years after.
I'm off to sleep, Good night gedg.
>>
>>96107228
read the actual spec idiot. You don't need to use JavaScript at all to use WebGPU. Or Rust.

>>96107266
You are always going to hit a wall trying to use someone elses abstraction over a graphics API. Eventually you will have to make a shader because their API just doesn't have what you need. Just learn the graphics dev part if you are serious.
>>
>>96102959
im not sure what that is but i'll look into it
today im just refactoring a buncha shit that i realized i wrote badly
>>
>>96107447
why would I read the spec for some webshit instead of using OpenGL, DirectX, Vulkan like a sane person

>You are always going to hit a wall trying to use someone elses abstraction over a graphics API
There's plenty of good graphics abstraction libs
Where did all these poser webdevs who have never made a game come from
>>
>>96107474
Because the name is a misnomer. WebGPU is translated to Vulkan / DirectX / Metal on your behalf so that you can target one API instead of having to write 3 backends.

>good graphics abstractions lib
name one that lets you make anything visually impressive without having to resort to manually fucking around with shaders.
>>
>>96107497
good graphics libs let you fuck around with shaders because that's how you make something visually impressive you fucking clown
>>
>>96107513
i'm a vulkan dev, with the exception of unreal / unity most of these libraries that try to hide the pain of using a graphics api from you just make shit more complicated. Please list genuinely good graphics abstractions other than those two frameworks. I am curious.
>>
>>96107532
>most of these libraries that try to hide the pain of using a graphics api from you just make shit more complicated
that's kind of true or kind of false depending on what you're doing
if you're making my first renderer instead of an actual game, the library is probably more complicated, the libraries are designed to solve the problems you run into while making a game
I wouldn't know which ones are good because I haven't used them myself
>>
>>96105436
thanks to that paper, I was able to verify, compare and understand to what ChatGPT/Bard/Bing was saying.
seems like I can't rely on algorithm written by autist from 20 years ago now.
>>
>>96102264
I assume the outer circle is the attack range? Its tickling my autism that its centred on the head instead of the feet. Game looks comfy though
>>
>>96107474
>Vulkan
>like a sane person
lmao
>>
>>96107736
Just because you got filtered by Vulkan, it doesn't mean that everyone else was.
It's actually quite a nice API.
>>
>>96107731
yeah, you're right, it's the attack range
i need to adjust it, haha
thanks!
>>
>>96106664
OpenTK for .Net
>>
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Apparently there is money in indie-engine dev, I am getting jealous - why did I procrastinate so much.
>>
>>96110401
Are you retarded? You think people donate large sums of money to indie engines often? It almost never happens
>>
>>96110401
Is Terraria programmed in Unity? Also, what other engines did they donate to?
>>
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why create a 3rd general when there's already agdg on /vg/ and gamedev threads (pseudo-general) on /v/
>>
>>96111914
Go back
>>
>>96111914
>v
who even does that
>vg
actual game thread
>g
game tech thread
>>
>>96111914
aggydaggy is just a shitpost general that goes at mach 1. It's pointless to post there.
>>
>>96110401
There's literally no money in engine dev regardless of target audience.
>>
>>96112775
there's money if you make engines for AAA games
>>
>>96112818
No there isn't, Unreal Engine isn't making money either, It's entirely funded by Fortnite.
>>
>>96112847
If Unreal Engine didn't make any money they wouldn't develop it
Unreal Engine is the only reason Epic existed long before Fortnite was ever released
>>
>>96112924
>If Unreal Engine didn't make any money they wouldn't develop it
Unreal Engine makes its money primarily from deals with AAA studios who rely on it. It doesn't live on subscriptions, it lives because half of the industry is built off of it and so it can basically hold it ransom if it ever needed to.
>>
>>96112950
>Unreal Engine makes its money primarily from deals with AAA studios who rely on it
therefore it makes money
what was the point of your post
>>
>>96112924
Unreal Engine's revenue peaked in 2019 at $120m and declined in both 2020 and 2021. You don't have a clue.
>>
>>96112978
the point is Unreal only makes money because it's a monopoly. you will never make money trying to be an Unreal competitor (which you will never be anyway). the business model is not sound
>>
>>96113006
Unreal makes money because it's an engine people use, it's not a monopoly and it never was

>>96112987
what's that got to do with anything?
>>
>>96113017
>what's that got to do with anything?
If you think $120M revenue pays for roughly the thousand people that work Unreal your probably a third worlder.
>>
>>96113037
I never said that, do you have a hard time understanding English?
>>
>>96102959
i implemented a small particle system to see what it would be like and i like it, thanks for the idea
>>
>>96111914
/agdg/ doesn't do deep game dev and relies mostly on editors.
like rpgmakers


Also back with frustum culling.
Seems like the codes are valid from Klausman and what the AI suggest to me.
Now I'm thinking, I can either put this in the shaders (GPU) to do the culling or I can put this in the mainloop (CPU).
what todo, what todo.
>>
>>96113228
both, at some point the latency of moving the data to and from will be worth it
>>
>>96113348
>at some point the latency of moving the data to and from will be worth it
not when all you're doing is frustum culling
>>
>muh pickPhysicalDevice()
>muh extensionsSupported()
Here's how a vulkan actual tutorial should be: enumerate/query the stuffs, printf it on the screen then check with your eyes, your computer also only has one or two device so just pick one and swap if not work, like just hard code until you get to the actual configurable part.
>>
File: milkshape_models.png (190 KB, 808x759)
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>>96113348
>>96113367

I'm thinking of using 8 vectors (cube) or sphere for the frustum culling.

And later for 3d model animation, I've to dump whatever bones/joints animation into the shader.
so how complicated do you make your shaders?
>>
>>96096688
I need to wear thighs like earmuffs. I just need to.
>>
>>96113470
sphere is faster than a cube, I use spheres for frustrum culling
skeletal animation is typically done in the vertex shader by sending in your weights and your bone offsets as uniforms or whatever
>>
what window library to use with opengl/vulkan?
>>
>>96111914
Why post depressed anime girls if you hate being bullied online?
>>
>>96113523
GLFW
>>
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>>96113470
I miss Java Applets.
>>
>>96113523
SDL.
>>
Why do game programmers not use geometric algebra?
>>
>>96113523
GLFW


>>96113686
https://www.codeproject.com/Articles/148034/Loading-and-rendering-Milkshape-3d-models-with-ani
Yeah, it's old, I'm old.
And I'm still wanna use MS3D format or should I use something modern?
>>
>>96113864
milkshape 3D is a fucking horrible tool, please upgrade to Blender or something
>>
>>96104189
what do you recommend then
>>
>>96113852
Because I'm an idiot, that's why.
>>
>>96113852
Are you just talking about vector/quaternion algebra? I don't see how a full understanding of Clifford algebra would be required for game dev.
>>
>>96114215
I just watched this and I'm curious.
https://www.youtube.com/watch?v=Idlv83CxP-8
>>
>>96113367
you do know that moving data from ram to vram is expensive right?
>>
>>96114444
yeah thats exactly my point
its not worth uploading a bunch of matrices to the gpu just to frustrum cull them
>>
>>96113852
only a fraction of them have had any math past linear algebra and discrete mathematics. you could ask 100 programmers what the rank or column space of a matrix is and youd be lucy to have anyone answer
>>
>>96114516
why bother learning math when I can just steal peoples algorithms from research papers
>>
>>96114533
yup, why try to understand a problem when you can just copy paste a stackoverflow answer
>>
>>96079006
No but no vs yes but also no.
>>
>>96114570
yes, but without the undertones that you're somehow doing a bad thing
you only have limited time on this earth, you don't have time to learn everything
>>
>>96114583
we are here, some are more purist that others. personally i just like getting down and dirty with it. currently reading up on projective geometric algebra for no better reason than that
>>
>>96114516
t. Multiple attempts to pass both College Algebra and Trig classes.
mfw. Passed disco math and currently learning matrix algebra.

WTF. The shit that people considered easy almost filtered me, the stuff that filters others I seem to understand.
>>
>>96114606
and how much have you accomplished
everyone in this thread is literally working on the first 15% of a game engine
if you want to get the entire thing done you don't have time to understand everything from the ground up
>>
>>96114615
i believe in you anon. the jumps can be a bit daunting

>>96114616
im a hobbiest, i answer to no one
>>
>>96114658
exactly, you're in no position to look down on others, learn all the math you want you'll still know less about making a game that someone who cobbled together shit by copy and pasting it
>>
>>96114678
where did i look down on anyone? do you feel like ive slighted you somehow?
>>
>>96114702
i'm not falling for that
>>
>>96114712
thats on you for being angry
>>
>>96114678

>Nigga did I catch you tryin' ta learn?
>>
>>96114426
I used quaternions because that's what google told me.
>>
>>96114745
I'm not angry, you're just being coy
>>
>>106427
>Oh cool I think I still have UT 97 in one of my folders.
Look at this
<------
See we did those (weap) models from scratch, and the game code. All opensource. (level is from sketchfab: obj).

We "just" need to beable to load the t3d and/or unr levels. There is opensource code to do it
UShock(C++): sourceforge.net/projects/ushock/
T3d2Map(C++): github.com/mildred/t3d2map
Can you ask your friends if they can help?

This is our engine:
OurQuake1Engine(C): sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f23d/attachment/darkplaces_workingon_sep_06_2023_aug19cde_SOURCEONLY.tar.gz

(model_brush.c , last function at end of file please).
>>
>>96114426
>>96113852
Counterpoint:
https://news.ycombinator.com/item?id=29513925
>>
>>96115421
Gonna use FTEQW for my project. Fuck fauxLadyHavoc. Goddamn troons gotta ruin everything.
>>
>>96115484
>NOOOO MUH 0.0000002 LOST MILLISECONDS
>AAAAIIIEEEEE
>>
>>96115484
interesting. while the comment is very recent he cites a now 20 year old paper. makes me wonder what has happened since then
>>
>>96115835
>> The schizo pedo
>Not a schizo.

1. Leave the children alone.
2. Rope
3. Profit
>>
>>96115842
one of the good things about math is that it doesn't become out of date
>>
new bread

>>96115919
>>96115919
>>96115919
>>
>>96115950
thats true, im thinking more in terms of applying it, especially since the authors say that their implementation wasnt very performance oriented
>>
>>96113852
'cause 99% of the time you only need to know what goes in, what need to goes out, and that's enough so can figure out the in-between formula by testing the random combinations.
That's how I do all my quaternion-related maths, at least.



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