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Old Naughty Dog edition

/gedg/ Wiki: https://wiki.installgentoo.com/wiki/Gedg
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
previous: https://desuarchive.org/g/thread/100161373/#100161373

Requesting Help
-Problem Description: Clearly explain the issue you're facing, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.
>>
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Wakey wakey /gedg/. You've been rather quiet.

Progress Day 6

https://itch.io/jam/gedg-progress-day-6
https://itch.io/jam/gedg-progress-day-6
https://itch.io/jam/gedg-progress-day-6
>>
I've always wanted to write a book discussing philosophy. Not gay self motivation books but more discussion/socratic dialogue. Then I realized I'm not an author and would struggle stretching basic concepts to so many pages. But I've always made games. How cringy would it be to make a game talking about philosophy? Especially regarding the modern world. I'm struggling to think of how I can make any form of medium not be cringe. I want to talk about things like survival mode and entertainment taking away your mental capacitance/awareness.. wishing your life away
>>
>>100213971
I feel guilty making simple "time wasters". If someone comes home from work and gets nothing done but plays my game I feel like I'm harming their life. At least they could possibly ascertain something from this, like reading a book.
>>
>>100213971
>>100213994

Why not bro? Games can be an outlet for all sorts of interesting ideas.

https://youtu.be/Xd9KqKoXxzM?si=6w6PYWjvAMZQRFPZ
>>
>>100213971
I don't want to play a game that's a poor excuse for a book because the author doesn't feel confident enough to write one
>>
>>100214024
True. I want to have actual good gameplay though, the trick is to somehow incorporate it so well it's not a book not confident enough to be written, but a compelling game? So far this means it basically has to have a storyline.
>>
>>100214050
But you don't have an idea for a compelling game, you have an idea for a story
Far too many games made by people like this
You could make a visual novel or something instead
>>
Finished Galaga with ripped assets. Working on Tetris with assets I am making. Settled on using SDL3 and C for Galaga. Very happy with everything but CMake. Might try C++ for Tetris. Definitely considering straight Make over CMake. I am developing alone on Linux and Make is simpler. Concurrently learning low poly Blender. After Tetris want to do a Mario clone then do my top down iso 3d low poly multiplayer paintball game (00s airball scene NFL blitz style game). Thinking just using SDL3 with its new 3D api when it comes out and Blender as the level editor. Shooting will be with the right stick like Furi.
>>
>>100213971
You need a compelling narrative, which doesn’t need to be particularly well written for a game, but does have to be interesting. Really, you should start by deciding what kind of game would be the most complementary vehicle (and I’d argue that giving people some amount of time freedom between objectives is a requirement, like The Witness, Yume Niki, Deus Ex, etc.).

>>100213994
Plenty of books are also wastes of time. If you can make your game an experience, then that won’t matter.
>>
Implementing basic animated sprites....
>>
>>100213971
The definition of author is not "someone who can fill an arbitrary number of pages with words". There is no set format for a successful writing style especially when it comes to philosophy. In fact with philosophy it's probably better to keep it sussinct. Take the art of war or poor Richard's almanac as examples.
>>
>>100213971
>I want to talk about things like survival mode and entertainment taking away your mental capacitance/awareness.. wishing your life away
Find the best way to drive the point. Whether it would be a game making you reach that conclusion through acting or a single sentence poem distilling the thought. In both the recipient is a large part it since you are trying to communicate something.
>>
>>100213897
Finally feel competent enough with raylib after doing some game jams. My main project is gonna be a crpg who's vibe is gonna be based off og fallout 1 & 2 and blame!. Anything for inspiration or ideas would be appreciated.
>>
I made all my game and ui textures with ai
>>
>>100218056
midjourney?
>>
>>100219213
https://www.youtube.com/watch?v=TbsseP7Kc4k
>>
>>100213897
Finally a fucking thread. Good stuff. So I went ahead with monogame and learning stuff with it. I'm a bit confused on how to do animations. Especially something like bouncy animation? I just want things to move from a place to another with a springy like bounce. Do I really need a physics engine for this? If no then what's a good way to do this.
>>
>>100219414
eh I thought about making assets with stable diffusion but with my 1060 it'll take a while to generate something high quality
I'm using midjourney for small stuff but even then 90% of stuff it produces looks wrong and proompting just makes things look weird in a different way
>>
1060 is a good gpu for diffusion though
>>
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My ECS is becoming a mess
>>
>>100219676
Just use an existing one like flecs or EnTT
>>
>>100219701
Too much bloat
>>
>>100219730
ECS is bloat, might aswell bloatmax
>>
>>100219621
wrong thread
>>
>>100219621
I don't disagree, but it does take a while to generate 1024x1024 images, and considering you need to generate a bunch just to choose something that looks good... I just don't know if it's worth the time investment and slowly frying your card
>>
>game infrequently crashes from an esoteric series of actions that are basically impossible to reproduce from memory.
It's never been so over. I don't even know if this is a segfault due to poor memory management or some conflict between the main and rendering threads.
>>
>>100220009
this is why you log
>>
>>100220009
>impossible to reproduce from memory
anything is reproducible you just have to cache everything at function boundary
>or some conflict between the main and rendering threads.
nvm lol
>>
>>100220107
>crashes before the output can update
nothing personnel kid
>>
>>100213897
The 2nd goat
1st being Jak 2 ofc.
3rd being Jak X
>>
>>100220009
every time this happened to me it always came down to memory related issues
probably accessing unallocated memory
>>
>>100219676
while I like the idea of everything being able to interact with everything I feel like making literally everything an "entity" would be a mess. I would just use some kind of component composition for living things and items separately.
>>
>If your goal is to learn Rust because it seems interesting and you like the technical challenge, that's completely fine. Part of what I want to appeal with this post is however how Rust gamedev is often presented, and advice that people often give out to others, without knowing whether they're building a tech demo or attempting to ship something. The community as a whole is overwhelmingly focused on tech, to the point where the "game" part of game development is secondary. As an example of this, I remember one time a discussion around the Rust Gamedev Meetup, that while was probably done jokingly was still imo illustrative of the issue, with something like "someone wants to present a game at the meetup, is that even allowed?" ... I'm not trying to say that people should have the same goals as we do, but I think maybe the way some things are communicated could be clearer, and that people should be more honest about what it is they're doing.
>>
Is there some way to instruct Vulkan to "splat" R8_UNORM to R8G8B8A8_UNORM?
Right now a grayscale texture is appearing as red instead of white. Adjusting the shader or just converting to RGBA is possible but letting Vulkan handle it would be more convenient.
>>
Debating whether to use Raylib for my game. My main concern is the lack of 3d collision, it looks like I'd have to implement it myself.

How tough would this be? I need info like hit location/normal. I'm debating implementing a 3d library like ODE or Bullet but given I'm using the CL bindings this might be tough..
>>
>>100221007
Make your own 3D engine, Raylib is good for 2D games and prototyping 3D shit, but afaik for actual serious 3D stuff it's less than desirable
>>
>>100221107
What are the biggest limitations for 3d, do you think? It has decent GLTF importing with animation support, lighting + shaders, and the standard other stuff like audio/input.
>>
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>>100221007
read this. it's only 50 pages and there's code included (and it works)
>>
Question.
Am I stupid? https://pastebin.com/ytcv7fHz
I was musing if it would be possible to create and use rendering API-agnostic shaders by using a builder pattern with a virtual class. Each call of the virtual would append a formatted string to the shader source depending on the active pipeline. See the pastebin for more. So far it's just a pure virtual interface and I haven't implemented any examples if I even will, so it's just a hypothetical class at the moment.
>>
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>>100217402
Didn't know I needed this combination. I don't know if you can translate the art style well enough with limited blender knowledge, but if you put time in you could make something really amazing. I'd say check out some modern CRPGs to see what the modern audience expects, stuff like UnderRail or Colony Ship.
>>
>>100219458
Use a sine wave curve to modulate the animation
>>
>>100220927
no
>>
>>100221407
Holy based.
>>
>>100221659
Wouldn't designing some converter instead of designing all of the shaders in code be easier? I do think it's possible and an interesting idea, but I think maybe making a general shader code which is converted down and compiled would be preferable over a class like this. It would also simplify the code quite a bit.
>>
>>100221407
This looks intersting, thanks anon. You think it would be applicable to my Raylib game?
>>
>>100221969
Hmm, true. But how should I do a converter? What shading language should I base the frontend on? How would I parse and convert the shader to other shading langs?
>>
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>>100221979
3D collision is 3D collision anon.
>>
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>>100217402
>My main project is gonna be a crpg who's vibe is gonna be based off og fallout 1 & 2 and blame!. Anything for inspiration or ideas would be appreciated.
Checkout wasteland and Metal Max franchise.
>>
>>100221979
depends on what type of collisions you need. if your player is gonna collide with walls, then it's a must read
>>
>>100217402
Did you know that fallout was originally going to use GURPS instead of a custom system? Unfortunately to use the rule set you need permission.

I think you can use OGL tabletops in a game (or ORC licensed in the case of pathfinder).

I also know that Atom RPG was inspired heavily by Fallout. It might be worth checking out what works and what doesn't for that game.

>>100222101
I just gave it a power skim. Looks like a nice and quick read if you already have the
proper mathematical background. Code examples in C are always welcome.
>>
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>GUI works fine with GPU
>GUI disappears with llvmpipe
>but only if no drawcalls are emitted during transparent rendering
qrenderdoc crashes when opening a frame captured with llvmpipe, so can't use that to debug.

I suspect it's a bug in llvmpipe because I don't see why a lack of drawcalls in transparent stage would affect GUI drawing at all. Still makes me worried though.
>>
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>>100222167
> in C

Nevermind, I didn't notice the double colons.
>>
>>100222196
It's C style C++
>>
>>100222187
>qrenderdoc crashes
That's, uh, not normal. Run your game through valgrind and see what you're fucking up. If nothing, use apitrace and hope it produces a useful warning.
>>
>>100222321
It seems the validation layers were messing with the capture somehow. I disabled those and I can now open the capture without issues.
However, the capture shows the UI rendering properly, whereas in-game it's not visible. Very strange.
>>
If I were to make a porn game with things like incest and noncon in it, what are my options for monetizing it?
>>
>>100222684
Are you looking at the capture on your real GPU or on the sw rasterizer?
>>
>>100222815
isn't steam full of those?
>>
>>100222827
The capture is from the game while it's using llvmpipe
Opening the capture is just qrenderdoc /path/to/capture.rdc
>>
>>100222815
Patreon, kickstarter/indiegogo, itch. I'm not sure if any major platform allows it.
>>
>>100222849
Just opened it again with llvmpipe selected explicitly, still renders GUI in renderdoc even though it's not there in game.
>>
>>100222850
have you looked at steam recently I can't find a game thats NOT porn
>>
>>100222815
It might survive on itch for a bit, until someone from the stripe janny team notices what you're doing. After that you're kind of fucked. The loli and deepfake people have to jump through absurd hoops and break the law to collect money from their customers.
>>
>>100222844
I'm planning to use AI-generated assets and I heard steam has a hard no policy on that.
>>100222850
I know for sure Patreon won't allow it, and I'd rather not do a Kickstarter-style funding scheme.

I just want to raise cash to, first of all, make a living and maybe afford to make the game I actually want to make later.
>>
>>100222914
https://store.steampowered.com/agecheck/app/1073440/
I guess steam does too because it has games where you rape children
>>
>>100222892
qrenderdoc validation have caught something the in-game validation layers don't seem to catch

8 API High Miscellaneous 1303270965 Validation Error: [ UNASSIGNED-CoreValidation-DrawState-InvalidImageLayout ] Object 0: handle = Baked Command Buffer 686, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 2D Depth Attachment 675, name = Image 2D Depth Attachment 675, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x4dae5635 | vkQueueSubmit(): pSubmits[0].pCommandBuffers[0] command buffer VkCommandBuffer Baked Command Buffer 686 expects VkImage 2D Depth Attachment 675 (subresource: aspectMask 0x2 array layer 0, mip level 0) to be in layout VK_IMAGE_LAYOUT_GENERAL--instead, current layout is VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL.
>>
>>100222908
I believe Steam allows incest but not rape. They don't explicitly spell that out though, they just say "patently offensive" content is against the rules.
>>
>>100219676
>>100219701
>he fell for the meme
read that recent blogpost about rust in gamemdev. ECS as an all enveloping paradigm is absolute garbage
>>
bbbut it runs 10% faster because da cache misses
>>
>>100222957
I don't get that error (nor the one complaining about mixed tiled/linear memory or whatever) when doing capture with GPU, so I'm very confident llvmpipe is doing something funny.
>>
>>100223137
Rust being hot garbage (which it is, don't get me wrong) does not mean ECS automatically is, retard.
>>
Bbbut it's bad because I said so!
>>
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Paradigm warring time!
>>
>>100223261
That's not what I said. The blog post talks about ECS independently.
>>
>>100223295
Nope. Any paradigm is trash in generality. You use the right tool for the job. Which is always many different things in one game.
>>
>>100223323
Ah, didn't read it, my bad. Just thought the post just was "rust is garbage" which was already my opinion so I didn't feel like reading it as it felt like I'd just say "well no shit captain obvious".
>>
>>100223353
>You use the right tool for the job
And in my case I chose ECS... and also OOP at the same time
>>
>>100221987
I would say whichever shading language you are most comfortable with makes the most sense. The converter shouldn't be an insanely complex system, as long as you structure the top level shader language in a simple format
>>
>>100223205
You could build mesa from source to see if it's been fixed, then debug it when it still happens...
Or just add an empty drawcall with the comment /* fix mesa */ for future code archaeologists to wonder about once your game becomes the next Quake.
>>
>>100222933
I thought about it before and if I was to make sex games with questionable material the only way to raise funds is with crypto donations.
>>
>>100213971
it would be cringy to midwits but not people who understand artistry and the artistic process. there are no restraints other than physical.
>>
hi /gedg/, I have an annoying problem with windows and opengl.
I create a borderless window at my desktop resolution, and windows fullscreen optimization kicks in which is to be expected, but it's actually mode-switching to true fullscreen instead of the proper FS optimizations you'd get with Direct3D. This is particularly noticable because overlays don't work and when I click to my second monitor and lose focus, the game window flashes black and then continues displaying the image again. Even setting the exe compatibility flag to disable fullscreen optimizations does not fix the issue.

any ideas on how to get it to behave properly, like Direct3D? (i.e. no flashing)
for reference I am using SDL to create the window but this happens even if I just write the win32 calls myself.

in before
>use direct3d
>>
>>100224313
I figure it's worth mentioning that if I create the window with a height 1 pixel taller than my desktop resolution, the window works as expected. I get a borderless window that I can tab out of instantly, lose focus to another window on my 2nd monitor and it doesn't flash my main monitor, etc. However, the DWM is running at like 20% GPU utilization just displaying a quad when I do that, vs. 0.1% when I just let it go in to regular fullscreen.
>>
>>100224313
How are you creating the window? You should be passing the SDL_WINDOW_FULLSCREEN_DESKTOP flag. IIRC, you shouldn't even be setting the window size. At most resizing the viewport when it's needed.
>>
>>100224672
I've tried both:
  
const auto window = SDL_CreateWindow(
"test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
0,
0,
SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);


and
  SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode(0, &displayMode);

const auto window =
SDL_CreateWindow("test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
displayMode.w,
displayMode.h,
SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_BORDERLESS | SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);


both result in Windows converting the window to fullscreen exclusive. The conversion seems to happen right after the first call to SDL_GL_SwapWindows, because I get the image for 1 frame and then it flashes black before resuming the display.
>>
>>100224758
What if you use SDL_WINDOW_MAXIMIZED | SDL_WINDOW_BORDERLESS and avoid the fullscreen flags completely?
>>
>>100224999
Still the same, I imagine BORDERLESS takes priority over MAXIMIZED and MAXIMIZED is only used when using a window with a caption.
>>
After further consultation of the internet, it just seems that Windows will always disable the DWM for OpenGL windows that are the exact size of the monitor, and it doesn't look like there's a way to emulate the flip-model optimization that d3d gets. That's unfortunate.
>>
>>100225848
Dealing with DWM + OpenGL gave me a massive ballache
>>
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actually I found a way to fix my issue through the NVIDIA driver. this option fixes everything
>>
fuckKKKKKKKK IT FUCKING HAPPENED AGAIN
I WAS CODING AND SUDDENLY THE KEY COMBINATION RESET THE FONT SIZE AND IT'S ALL SMALL NOW FUCK FUCK FUCKKKKKKKKKKKKKKK
FUCK VS CODE BLOODY BASTARD FUCK YOUUUUUUUUUUUUUUUUUUU
NOW I HAVE TO SPEND A FUCKING HOUR TO RECONFIGURE THIS SHIT BECAUSE I DON'T REMEMBVER HOW TO SET IT BACK FUCK U FUCK U FUCKAUSODIUQWODIHQOWIFNBQWI;NDFIQNWD
>>
Refcounting.
What do you use, C++lads?
>Custom refcount system
>std::shared_ptr
>std::unique_ptr
>>
nevermind I just hit ctrl and + and it's back
still fuck you
>>
>>100214050
What about using Disco Elysium as an example of a game that can pull this sort of thing off? It’s probably too ambitious of a project to do on your own, but if your ability to write is compelling enough to push a narrative forward, I don’t see why trying to turn it into vidya is a bad idea.

I’m kind of in the same boat and have decided the only kind of game I stand a chance at seeing to fruition would be something like a Lucas Arts adventure game.
>>
>>100226237
I used a custom one for practice but I see no reason not to use shared_ptr
The real question is: make_shared or shared_ptr(ptr)
>>
>>100226237
Do you mean for stuff like textures? I just have a map of texture ids to a integer which is the ref count. You call a texture manager to get a texture reference, which is a class that increments/decrements the ref counter on construct/move/copy/destruct.
Same idea translates to strings and audio. I don't bother ref counting anything else.
>>
are occlusion queries expensive in opengl?
>>
>>100226430
OpenGL doesn't do occulsion queries
>>
>>100226535
sure, I meant queries in general
>>
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Week 4 recap on my online, multiplayer pixelshit top-down 2d action RPG game:
- Entity timers (interval, interval + loop count, delayed).
- Projectiles (pierce, collision filters, remove on hit, stop moving on hit, custom Lua impact callbacks).
- Added GridLayout to the UI system.
- Combat system in Lua (Creature.onDealDamage, Creature.onTakeDamage, Creature.damage, Creature.onDeath) - all stats and buffs and debuffs will be done exclusively in Lua.
- Items (base items, ground drops, pick up, cursor pick up, inventory, and using "usable" items on other items with Lua callbacks which will be used later for a PoE-like crafting system).
>>
>>100220009
Just load the crashdump from coredumpctl :) You ARE using Arch Linux with systemd for your development, right?

>>100221007
You can still use Raylib for Window/Input/Audio/Textures, then add 3D stuff yourself.
>>
>>100227214
>You can still use Raylib for Window/Input/Audio/Textures, then add 3D stuff yourself.
Yeah, but it sounds like a waste to not use the stuff they already have. They have skeletal animation and gltf import, I'd hate to have to rebuild all that.
>>
>>100227685
Raylib's 3D stuff is very barebones and if you want something you can use for a real game you'd end up rebuilding it
>>
>>100227685
Skeletal animation is easy (and what Raylib has is entirely on the CPU, you’ll have to rewrite it anyway), and you can just use assimp to get gltf support.
>>
>>100221864
Seems like something nodes would help a lot with. I think pre rendered would be great for getting this look, get realistic environment set up, quantize the colors and limited resolutions for visible pixels. Or if I wanted to go reeeally far I could model something and print it out and then takes photos of it like what they did with character dialogue in fallout, don't have a 3d printer though sadly.
>>100222048
Noted, thanks.
>>100222167
Wasn't it gonna be called something like "Fallout: A GURPS Post-Nuclear Adventure" too? I'll check out atom so thanks.
>>
>>100222933
Steam allows AI crap now, you're just required to declare it to consumers that your game uses AI. Like at the bottom of your store page it'll say your game uses AI ass sets.
>>
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>>100213897
Been busy with life and work, continued working on my game after some time...
I dropped HoM&M3 sprites, making my own sprites in GIMP now, even tho they suck.
Refactored some code, removed HoM&M3 game data, making the game original, not VCMI.
--
Idea: Greater races, humans, elves and orcs died in great war. Only ones left are fairies, dwarves, gnolls, kobolds, goblins and imps, lesser races.
--
I imagine this to be played as some 2D fusion of Heroes of Might & Magic 2 and Mount & Blade, with grid-based on-map building system.
>>
>>100213897
writing a bmp image loader for my engine :-)
>>
>>100230770
Png is the only format you need. Everything else is bloat.
>>
>>100221407
link?
>>
>>100231590
https://archive.org/details/B-001-004-443-ALL/mode/2up
>>
>>100223137
And what is the alternative? OOP?
>>
>>100232125
the alternative is not using ECS
>>
>>100230757
>Idea: Greater races, humans, elves and orcs died in great war. Only ones left are fairies, dwarves, gnolls, kobolds, goblins and imps, lesser races.
Sounds like an interesting idea for a setting, you could do a lot with it
>>
>>100232436
To be honest, I'm bad with story and art. Inventing the world lore, history, factions, drawing pixel art for map, items, characters is pain.
But I'll try my best, and in the end I'll roll around in my ego like a pig in mud. I want to make a game 100% myself, it's fun challenge.
Only good thing about it is my code, which makes it easy to add new assets, change sprite size, modify everything about the game.
Some talented modder could switch my bad 16x16 sprites with good 32x32 or higher, make new lore and entities, etc.
>>
>>100232544
>To be honest, I'm bad with story and art. Inventing the world lore, history, factions, drawing pixel art for map, items, characters is pain.
Get some inspiration then.
>>
>>100213971
games can be artsy or philosophical, sure. it all depends on the scale of how you see it. is a game like The Space Between enough for you? that's philosophical. or would you rather integrate your vision into a bigger story? then you'll need a capable person to write something together with, i guess
>>
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Working on animation system...
>>
>>100232619
Thanks for the source Anon, I was reading "The Fall of Gondolin" from Tolkien, but it doesn't sits well with my slavic origin.
I'll read that book you suggested, already found it. As for the pixel art, I'll just live with it until I find some artist to hire, it's not priority yet.
>>
>>100213971
Look into the Legacy of Kain franchise
>>
I'm at the stage where I can make simple clones of simple games like snake or sudoku.
Where would you progress from here to be able to work on more "real" projects?
Is the best idea to find someone making a game that is looking for someone to do some of the programming so I can collaborate?
>>
>>100232704
very top heavy
I like it
>>
>>100233334
>Where would you progress from here to be able to work on more "real" projects?
Think of something you would like to play and start making it.
>Is the best idea to find someone making a game that is looking for someone to do some of the programming so I can collaborate?
If you lack creativity to make your own game, yes.
>>
>>100233334
Make a platformer, or a top down shooter
>>
>>100233452
A game I'd like to play seems so far away for my current skills. Maybe it's just lacking creativity but it's also a matter of mostly wanting to practice my programming and the part about working with others.
>>
can someone help a monoGame nigga out, i read everywhere that aether.physics2D is the best general physics engine for monoGame, it has impressed me so far with its ease of use but i have a small problem with velocities, how can i get rid of or at least increase the velocity limit, according to the dev its due to an accuracy issue, but there must be a solution as everything looks like its moving in slow motion and the slingshot mechanic i am working on is basically ruined.
>>
I've made an NPC with (almost) entirely procedural movements, it reacts to the surrounding environment (explosions, world, props,...) and uses different movements to perform some actions.
>>
>>100233598
>A game I'd like to play seems so far away for my current skills
you acquire the skills as you're working on your game. This is not a job interview where you need the skills to get the job.
>the part about working with others.
Understandable, it can be lonely working by yourself.
>>
>>100233665
Yeah I learning as I do it is the purpose, it just looks so daunting when I look at others solo projects (and I'm not really interested in fucking around with art and such now)
But something simple like >>100233477 could work, I could pull that off with enough time.
One big reason for wanting to work with others is that it'll be required if I ever want to work with anything related to programming
>>
godot niggas where we at
>>
>>100233803
>One big reason for wanting to work with others is that it'll be required if I ever want to work with anything related to programming
If your goal is to get a programming job then, learn & use git and jira. That's all you need to prove that you can work with other.
>>
>>100233936
I'm trying to stick to the habit of using git for my solo projects when I'd usually just keep a bunch of various folders with different versions and experiments that always got mixed together
It's a bit more about seeing what it's like on a serious project, I could probably have gotten a job 10 years ago when my skills were fresher but had 0 confidence and assumed that I wouldn't stand a chance in the real world based on the shit I did in school
>>
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Working on a baked lightmap generation tool. Here's how I'm thinking it'll go:

1. Load meshes and light sources from model file
2. Generate series of patches for each face/triangle in the world using barycentric coorindates. Patches are spaced X units apart from one another
3. Query for light sources, check visibility with simple raycast and calculate light at patch position
4. Repeat step 3, adding each lit patch as a light source. Do this like 4 times for light reflection
5. Save patches to texture atlas.

Improving raycasting and such queries with an octree as well
>>
>>100234494
It’s better to just randomly shoot rays for indirect lighting.
>>
>>100230770
Don't listen to the other guy anon. BMP images are great way to prime for loading other format and you don't need any other format if you don't wanna
>>
>>100229405
so what should I use for 3d? do I just use SDL and write my own renderer?
>>
in first person games how does equipping different weapons work? do the weapon models become part of the bone hierarchy of the hand? am I supposed to rig the weapons too?
>>
>>100235846
depends on the game and how involved your animations are. what I did was just come up with a couple of socket/fake bones on the hand, and then parent the weapon to that socket. that way I can animate e.g. revolver spinning by just moving that fake socket around.
>>
>>100235846
make the weapon an UI overlay for max SOVL
>>
>>100235896
I was thinking about a swinging weapon. logically it just means the model is part of the hierarchy right? I'm pretty clueless about rigging tho, I guess I'll have to experiment. would appreciate any guides if there are any
>>
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>>100235846
You use sprites
>>
>>100235950
it's super simple. literally just make a bone that's not skinned/bound to anything on your mesh, make it a child of a hand. I made two, one for each hand. Then, in your game logic, you set that bone to be the parent of your weapon. By default it'll already follow the hand around, which might be all you need.
To tweak the actual socket, just throw in the weapon mesh in your editor, and bind it to the socket bone. This won't be part of the export, it's just to visualize what it would look like. Then you just tweak the animation, only touching the socket bone to make sure it lines up correctly.
That being said obviously certain weapons will need animations, e.g. a Bow's drawstring. But depending on your needs, you can just use a shapekey and do it programatically instead of having to add animation support for your weapons themselves.
>>
>>100236001
makes sense, thanks bruh I'll try that
>>
>>100235846
Isn't it just a different view model?
>>
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anon, how do you motivate yourself to keep working?
i feel like my scope balooned out of proportion, and having an hour or two after work seems like a recipe for disaster.
>>
>>100236261
>anon, how do you motivate yourself to keep working?
I just do
Also I remind myself of my own mortality.
There's only 52 week ends in a year, and just so many years in a life. Better make the best use of them.
>>
>>100236261
you just do it. force it to become another part of your life, like waking up, brushing your teeth and going to work. you don't need any special motivation for those, you just do them.
>>
>>100236417
>>100236665
thanks anons, i appreciate your input
>>
https://www.youtube.com/watch?v=Eb9C6_43K1Y
how do you do lighting like this on a 2D raycaster?
>>
>>100236261
Sounds like you should take some time to evaluate your goals and your scope and trim some things away. Projects naturally become overscoped over time, and just mindlessly putting yourself to the grindstone isn't the healthiest thing for you or the project in that situation. You should be spending your time working on the things that will provide highest value, and that'll feel fulfilling and more naturally motivating. That might mean trimming away work you've already done; just take an honest look at what the project needs be considered finished and trim away everything else, be ruthless, and acknowledge you can always come back to those things later if you have time for them
>>
>>100236872
thanks anon. i work as a dev so i know about sscopes and what not, it's just that there's a lot of other things that i feel i need to tackle; stuff at home, other hobbies, etc. it weighs on my mind is all.
>>
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>>100234802
Why is that?

Also pic related: the point of each patch generated.

Left: some level geometry
Middle: The point of each patch generated
Right: The points cloud mapped to a 3D graph

Currently there are 10 patches generated per triangle vector (effectively a 100 patches per quad). This introduces the same problem as the original light mapping for Quake 2 (light maps are always the same size, so large triangles get these ugly stretched out shadows while small ones get shadows that are way too fine. I need to change my barymetric iteration to incremenet by a fixed unit converted to a relative unit. I think the better strategy is to use the AB and AC units to get a vector parallel to the XZ and XY (or YZ, depending on edge cases) planes, then iterate discretely along those from the origin (A) and simply discard points which do not lie on the triangle. Barycentric coordinates keep giving me warped grids because these are mostly non-right triangles
>>
>>100236986
Thinking out loud, I think the XZ/XY vector I need is going to be the cross product of the normal with the up vector, e.g:

auto XZ = XMVector3Normalize(XMVector3Cross(up, normal))


and then the opposing coordinate is the cross product of XZ with the normal, so:

auto north = XMVector3Cross(XZ, normal); // already normalized


then just a regular for-for loop
>>
>>100237434
Thinking out loud again, XZ is better named "east-west" and "north" is more like "north-south". I think the only edge cases I need to handle are triangles pointing straight up/down, otherwise east-west should calculate just fine, parallel to the XZ plane
>>
Guys is it possible to compile glfw to target opengl 2.1? It's the only version my shitty laptop has drivers for. I already tried compiling with their cmake tutorial, but seems like there's no option for selecting the opengl version...
>>
Or should I just fuck it and use directx...
>>
>>100238408
have you tried legacy glfw (glfw 2.7.9) instead?
>>
>>100238664
Just tried it, but it obviously didn't work.
Tbh I was trying to compile dll for silk.net but seems like it works with glfw3 only, even replacing and renaming dlls did not do anything.
>>
>>100239213
>Just tried it, but it obviously didn't work.
well darn
>Tbh I was trying to compile dll for silk.net but seems like it works with glfw3 only, even replacing and renaming dlls did not do anything
GLFW changed between 2 and 3 so no guarantee of compatibility.
>>
>>100238477
If you're going to switch from OpenGL, target Vulkan instead.
>>
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heh... nothin personnel... kid...
>>
>>100239615
That's why you make your own engine instead of using another man's wife.
>>
How useful is Nuklear? Or should I make my own ANSI C ImGui-ish code?
Note that I can't use cimgui because I don't feel like including libstdc++; I want everything in my project to be hypothetically compilable with an old ANSI C compiler.
>>
>>100239615
>breaking backwards compatibility in "stable" release with same major version
>again
not surprised
>>
>>100238408
I couldn't get GLFW to work with older stuff
>>
>spent hours making a 32-bit build work
>0 performance gain
now I know I guess
>>
Who tf thought negative z should forward fuck them
>>
What’s this about projective geometric algebra replacing quaternions?
>>
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I added the ability to make a rectangle of walls.
What would make more sense as a control to delete walls? I plan to use control & left click, or should I use right click? I'm thinking control & left click would be more intuitive.
>>
*clears throat*

Fuck blender.
>>
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>>100241708
Point to me where blender touched you.
>>
>>100241514
the sooner you start detaching yourself from your pre conceptions of a standard and start just thinking about the Basis, the sooner you will find peace
>>
>>100241555
This is really cool!
>>
>>100239615
unity sisters... we won
>>
>decide to implement feature
>try to do it the "proper way"
>painful, nothing works, break shit, fight tools, spend whole day losing my mind
>decide to do it the dumb hacky way
>immediate progress
it happens every. fucking. time.
>>
>decide to implement feature
>there is no "proper way"
>>
Why dont 2d games render themselves directly as a 2d texture instead of laggy game objects in a 3d space
>>
because the gpu is 200x faster than your cpu at shading 4 million pixels
>>
>>100242331
And then it turns into a mess so you have to refactor it all to not have the thought of killing yourself when working on it.
But then you know what to expect from your system so it's easier to make it the "proper way" by refactoring.
Btw that's not a dig at doing it the dumb hacky way. I do it that way too.
>>
>>100242787
that's pretty much what ends up happening. dumb hacks until it becomes a hassle, then refactor just enough so I can continue making progress. I think it's natural
>>
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Talking of doing the hacky way. I just added the ability to remove walls.
>>
>>100230770
I'm writing an avif decoder/encoder as a way to procrastinate working on games :')
>>
>>100242331
yeah and i hate it
>>
>>100240121
it's fine bro, just rewrite your shaders in reverse
>>
Hmm today I will try to make a quake-style software renderer in C99
>>
>>100224313
yea overlays don't work in fullscreen, am I wrong to say that this is the standard?
you should support windowed mode in some config file.
>>
>>100242331
What language?
>>
>>100245602
hindi
>>
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>>100242611
That's how emulation works and some gen 4 era games look way better than anything indies do. But as the other anon said >>100242635 most people can't do 2d, not even pixel art, without special gpu tricks.
>>
>>100245729
How you render the game on the technical side has nothing to do with how the game looks
>>
>>100245729
emulators don't software blit textures together, anon
>>
>>100245861
And your argument is?
>>100246099
Texture is a gpu concept. If you are talking about sprites, yes they do.
>>
>>100246773
You said gen 4 era games look better as if that has anything to do with how you render graphics
>>
>>100246773
Sprites are just textures with layout and position.
>>
>>100247286
Emulators (at least, nes/snes era) do one thing, and it is blitting. They copy data from one memory pointer into another, this is done through a cpu. If you want to call them textures or sprites I don't care either way. But that's how they work. Maybe, for some post processing effects that were absent in the original hardware (say, crt effects for example) are performed using gpu, or scaling the buffer to match a window size. Example https://github.com/DerKoun/bsnes-hd/blob/f46b6d6368ea93943a30b5d4e79e8ed51c2da5e8/bsnes/sfc/ppu-fast/mode7.cpp
>>
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In which I attempt to use linear algebra to get vectors which span north-south and east-west of a triangle with respect to its normal vector i.e: the cardinal directions of the plane formed by the triangle

Does not work on all triangles, still thinking through the signbit shit
>>
>woke up with the fix to my FOV calculation from a dream
>it works
I mean I knew it was rounding errors I just didn't look too hard last night. this means I have to go work on something actually hard now
>>
>>100247537
The GPU can also do that, and is able to do it much more efficiently. Mode 7 is a great example, because the transform can be calculated per pixel, making it an ideal GPU task (and one that more closely matches what the actual SNES hardware was doing).
>>
>>100246773
Terms like textures and materials existed long before GPUs, anon. And no, no modern emulator software renders even 2d shit, all rendering is done on the GPU. Even if the emulator has a "software rendering" mode its going to be using WARP or some shit that's emulating GPU rendering in software.

inb4 b-but the baby's first proof of concept NES emulator tutorial I watched on YouTube...!
>>
so there is a general for game development. I'm new here. What is everyone opinion on Godot 4?
>>
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Oh no ... it's obtuse (retarded)
>>
>>100250812
this is mostly enginedev thread, the gamedev thread is in /vg/

>godon't 4
physics suck, many bugs with it are a few years old and there is no one willing to tackle those issues. people complain sometimes about how many fixes never get merge, but that is often
gdscript is slow, if you are doing CPU intensive tasks you'll have to write c++ code with gdnative.
the best thing you can do is see if it has the features you need and do a quick search on the issues to see if there are anything broken that will affect your game
>>
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>>100251082
Now its a qt.
>>
>>100213897
i'm rebuilding my image editor in sokol and its the best decision i've ever made. unironically i think all websites should be done like this. fuck html and fuck javascript
>>
>>100250699
But that's how most emulations worked. Also, the most efficient ds emulator uses cpu rendering.
>>
average vulkan fan vs the average opengl1 enjoyer (and the average software renderer appreciator)
>>
>>100251254
The most efficient DS emulator isn’t very performant, and just because you can write a software renderer (that is, emulate a GPU on the CPU), that doesn’t make it the best way to do things.
>>
>>100251107
Vulkan in CL?
>>
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>>100251842
>The most efficient DS emulator isn’t very performant
I'd say is more than enough when even this peace of shit can emulate it.
>>
>>100252047
that piece of shit probably has 10x the computing performance of the device it's trying to emulate
>>
>>100252067
Apparently not enough for running ds emulators that employ the gpu. The point is, if cpu is enough to emulate 3D, then it is more than enough for 2D pixel art.
>>
>>100251913
Renderer is a dynamic lib written in C. Then I talk to it with common lisp

;;;
;;; Renderer bindings
;;;

(cffi:define-foreign-library libsofrenderer
(:unix "renderer/lib/libsofrenderer.so")
(:windows (:or "renderer/lib/sofrenderer.dll" "/renderer/lib/libsofrenderer.dll"))
(t (:default "libsofrenderer")))

(unless (cffi:foreign-library-loaded-p 'libsofrenderer) (cffi:use-foreign-library libsofrenderer))

(cffi:defcstruct %graphics-pipeline-template
(name :string)
(vertex? :uint8)
(fragment? :uint8))

(cffi:defcfun ("init_window" init-window) :uint8
(name :string)
(width :int)
(height :int))

(cffi:defcfun ("shutdown_window" shutdown-window) :void)

(cffi:defcfun ("is_window_open" window-open?) :uint8)

(cffi:defcfun ("poll_window_input" poll-window-input) :void)

(cffi:defcfun ("draw_graphics_pipeline" draw-graphics-pipeline) :uint8
(name :string))

(cffi:defcfun ("insert_graphics_pipeline" insert-graphics-pipeline) :uint8
(template (:pointer (:struct %graphics-pipeline-template))))

(cffi:defcfun ("remove_graphics_pipeline" remove-graphics-pipeline) :uint8
(name :string))

(cffi:defcfun ("init_vulkan" init-vulkan) :uint8)

(cffi:defcfun ("shutdown_vulkan" shutdown-vulkan) :void)

(cffi:defcfun ("begin_render_frame" begin-render-frame) :void)

(cffi:defcfun ("end_render_frame" end-render-frame) :uint8)
>>
>>100252186
>Then I talk to it with common lisp
heh
>>
>>100252186
that's one way to go about it.
>>
>>100252186
cool to see another CL dev here
>>
>>100251913
how'd you know he was using CL
>>
>>100252465
because he posted about it in a previous thread.
You gotta stay up to date with your fellow devs progress.
>>
>>100252101
Quake, Half Life, and Unreal 1 game, can run on a CPU exclusively, that doesn’t mean running them exclusively on the CPU makes sense.
The 2D consoles you are talking about all had GPUs or GPU equivalents (PPUs, VDP, etc.).
>>
>>100252823
>Quake, Half Life, and Unreal 1 game, can run on a CPU exclusively, that doesn’t mean running them exclusively on the CPU makes sense.
I don't know if it would or wouldn't make sense for a simple 3D to run exclusively on cpu. For pixel art games, definitely. Is just more comfortable to work directly with the sprites. I don't want to bother with opengl when I could write them using the same language I use for other stuff. I'm trying to see that cpu is enough and even more convenient.
>The 2D consoles you are talking about all had GPUs or GPU equivalents (PPUs, VDP, etc.).
Naturally, the emulators who even a toaster can run don't.
>>
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What are some good resource to *really* redpill myself on the GPU? I know there's "A trip through the graphics pipeline" but it's quite dense (not a lot of helpful graphics/flow charts, not a lot of explanation of terminology), and it's also 13 years old at this point. I know a decent amount of DirectX 11 and OpenGL, but I want to become a total fucking freak about GPU efficiency and optimization
>>
>>100253472
snort some Vulkan.
>>
>>100232704
She's going to be mostly fighting tentacles, isn't she?
>>
>>100243273
is this open source Sims 1?
>>
>>100253718
>is this open source Sims 1?
are you talking about FreeSO?
This is not it.
>>
>>100253904
Well, I didn't mean any one particular project. I meant more conceptually. This is meant to be a Sims 1 reimplementation of some sort, right?
>>
>>100253943
>This is meant to be a Sims 1 reimplementation of some sort, right?
Not really, the aim is not to make it a life simulator. It just copy the sims 1 aesthetic but make it a tycoon instead. Aka you build a store and manage it. But I'm still at the building part lol.
>>
how is this different from agdg
>>
>>100254026
just look at the posts
>>
>>100254026
less shitposty
more technical
as autistic
100% comfy
>>
>>100254026
we spit on anons using other people's engine
>>
>>100254026
/gedg/ pro tip: use Unreal so you can blend in by simply framing stuff as C++ development.
>>
>>100254026
lowest accepted level of abstraction is something like Raylib
>>
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>>100254113
>C++
>>
Finished working on the ECS. Next is windowing and input. I have no idea how will I write unit tests for these lol.
>>
>>100254026
we're not cucks
>>
>>100253133
>I don't want to bother with opengl when I could write them using the same language I use for other stuff.
If you learn OpenGL, it ends up being significantly less code, and has much better performance (on top of being more flexible). It’ll take you maybe 2 weeks to know enough to surpass any basic 2d rendering.
>Is just more comfortable to work directly with the sprites.
Using the GPU is literally no different, you just ask to render a quad at a location with a texture - abstracted they’d have identical interfaces.
>Naturally, the emulators who even a toaster can run don't.
They do, they just emulate them.
>>
>>100241727
I love Lua now.
>>
>>100254026
gedg is lgtbq friendly
>>
>>100254888
ew no quite the opposite
>>
>>100254927
wake up
>>
>>100254927
I am trans and you guys have been friendly with me since always.
>>
>>100254977
Your soul will go to Hell, repent while you can.
>>
>>100254977
Fuck off rustdev
>>
>>100254888
>>100254977
/gedg/ is an anti-Rust general, sorry.
>>
>>100250812
>What is everyone opinion on Godot 4?
use a real engine
>>
Font work in progress...
>>
>>100254977
kys
>>
>>100254142
soul
>>
>>100213897
>mfw my shitty game only earned 165$ in a lapse of 1 year
welp, that's it. I think its not worth going into videogame development.
>>
post shitty gaem
>>
>>100255385
looking good
>>
how do I do dynamic instancing in opengl? I know how to set up an array buffer with a fixed size and I know how to update it, but how about removing instances? can I even clear a buffer?
also does the buffer size increase dynamically if I add more instances than what I set it up with? I tried adding more instances to a buffer I initialized with only 1 instance and it seemed to work but idk if that's how it's supposed to work
>>
>>100255853
what kind of game is it and how long have you been working on it?
>>
>>100255932
Lowercase letters 'm' and 'w' look like crap, but I'll fix them later.
I don't know how the hell to make '@' or '~' yet, also fixing later.
The way I'm making this game will make non-ASCII text impossible.
I decided to not care, English-only game it is...
>>
>>100255977
>what kind of game is it
a vampire survivors clone
>how long have you been working on it?
nearly a year because I had to do everything (UI, pixel art, etc) and unfortunately I cant live without earning money from my 9-5 job
>>
>>100256056
>The way I'm making this game will make non-ASCII text impossible.
>I decided to not care, English-only game it is...
based
>>
>>100255967
you gotta use the correct words my man, what you said made no sense
1. instancing is a type of draw call, and you don't remove instances, you change instancecount. Do you mean batched rendering?
2. wtf is an array buffer? do you mean a VBO?
3. you invalidate a buffer, not clear it
4. you don't dynamically increase a buffer size you either allocate more space than you need or you throw away the old buffer and make a new one
5. there is no relationship between instance count and buffer size
>>
>>100256069
got a link?
>>
>>100253472
Not practical unless it's actually your job
GPUs are proprietary pieces of hardware
>>
>>100255385
mtpaint might be more practical for pixel fonts
>>
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>>100256298
Here's the font, I dislike lowercase letters and some symbols, since it loads in game without issues, I'll fix it later as said.
>>100256377
Already finished it, and I prefer GIMP over other (professional) pixel-oriented programs like Aseprite and the rest.
>>
>>100256608
This is how it looks in-game, tho I have few tiny bugs to fix.
> Start refactoring the code, implement literal bugs in them...
0) Lower left corner of map-view-frame fucked up alpha value.
1) Close button on top right doesn't close the panel.
2) Tiny menu background, right one, goes through the corners.
>>
>>100256313
yes I meant a vbo, and by instances I meant the transformation matrices for each instance in the vbo, sorry for the confusion.
my problem is this, I have a bunch of projectiles that I add/remove to the scene, and once they're not needed anymore (player dies) I want to basically clear the buffer from all matrices. but no matter what I try it still contains the old matrices and my game inevitable crashes once I try to render the projectiles again (I can see the old ones, then a second or 2 later it crashes)
I've tried calling glBufferData with null (inconsistent, sometimes works sometimes doesn't) and I've tried invalidating (crashes when I call try)
either I misunderstand something fundamental or my code sucks but this should be so difficult..
>>
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Since I added the ability to create a rectangle of walls might as well add the ability to delete it.
>>
>>100256664
Is your vertex array buffer being updated?
Not sure, but could be that the VAO is pointing to the old VBO and then crashes after it gets freed internally
If that doesn't work, try creating one big VBO and then doing glSubBufferdata on it and see if it gets what you want
>>
And now this is when the fun begin, defining the build area for stories above the ground floor.

The first step I see is to do some flood fills to find enclosed area when some walls are added or deleted. Store the result in a hashmap, and use this info to add marker tiles.
>>
>>100256664
It shouldn't matter that the old matrices don't get erased, since you should be indexing in to the matrix buffer using gl_InstanceID anyways, if you have 'gaps' in your matrix array then you need an indexing array that that maps gl_instanceID to matrixID to skip over those gaps, just a simple array of indices in a buffer will do.
>>
>>100256608
Niggerlicious, use a real font.
>>
>>100256761
actually nvm about the vao part, but do try the subbufferdata
>>
>>100256608
yeah the lowercase letters need some love
>>
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trying to follow this tutorial
https://selinadev.github.io/05-rogueliketutorial-01/
no idea where "edit region" is
any help?
>>
mmm I might actually even go simpler and just draw a grid when you're placing walls above the ground floor.
You want to place floating walls? Go ahead I don't care.
>>
>>100256860
Hai.
>>
>>100256779
>>100256776
well turns out it was an oversight in my clearing code. you know when you loop over a list and remove items by index but forget to decrement the index afterwards.. yea
sorry I wasted your time with my retardation
>>
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>>100227203
>>100232704
>>100256608
>>100256642
>>100256744
>>100256766
Good progress!
>>
Any good tips/resources/tricks for making a simple/retro (I'm talking mid to late 90s) 3D FPS from scratch (no existing engine, have to make my own) in C99?
How should I structure my project?
>>
>>100257020
>>100256860
I just completed the brackeys godot tutorial. Am I a gamedev yet?
>>
>>100257724
Check the quake source code
>>
>>100257724
Or the OpenArena source code
>>
Working on dwarven UI theme, font needs immediate fixing, I can't read this crap...
>>
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learn to draw
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>>100258697
I like how he's the only one who's not grinning and just has a tiny smirk.
>>
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Subliminal places.
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>>100258890
my earliest memory is me crawling through endless plastic tunnels connected to massive auditorium sized ball pits

thinking back on it that's probably just how my toddler brain interpreted chuck e. cheese
>>
>>100213897
God, location shit is more complicated than I imagined.
>>
>AI becomes a thing
>suddenly all indie games have unaccredited portraits on all the walls
weird coincidence
>>
>>100254250
>If you learn OpenGL, it ends up being significantly less code, and has much better performance (on top of being more flexible). It’ll take you maybe 2 weeks to know enough to surpass any basic 2d rendering.
I have done both, I even have my own pixel art engine, so I know the differences.
>They do, they just emulate them.
I too have an emulated girlfriend.
>>
>>100260890
Nobody who thinks software renderers are better at anything actualy knows how to use OpenGL
>>
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Been playing with Bablyon a lot lately.

This is my favorite example so far.
https://dev68i.github.io/KinematicCharacterController

The Havok physics written in WASM and WebGPU really increased performance significantly, and the physics are fun now.

This green stuff is pretty cool, you can move on it upside down but if you jump you fall off it. There's also a planet you can teleport to in this demo and run on upside down. And the movement is real fun here too.

I'm almost thinking of making a Kart Racer just because of the anti-gravity physics of certain material would make it perfect to do some neat stuff like twisting and turning tracks. That and Kart physics are easy.
>>
>>100260950
We are not going again through this conversation. 'Nobody' according to you doesn't mean much.
>>
>>100260989
Ok then wise guy, what commands do you use to draw a sprite in OpenGL
>>
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>>100213897
I have this autistic idea for a coomer game, perhaps sharing it will convince me not to pursue it.
It would be a hybrid of city-building, resource management, and turn-based combat
> The player is in charge of a Goblin village
>Each goblin has detailed characteristics from height, muscle, IQ, personality, happiness
>player can organize off-map raids into human villages, the outcome of which is determined by raid leader and RNG
>if the raid succeeds, the player gains money and generates village girl (who has similar characteristics as the goblins)
>player selects a husband for the girl (which will increase goblin's happiness, but decrease happiness of those who didn't get any)
>eventually, the goblin will impregnate the village girl, and half-goblin will inherit half of his stats from his mother (improving their stats)
>how long the relationship lasts is based on their personality, e.g. sadistic goblin might kill their wife, while a kind goblin might simp for their wife for years
>based on gold you got from you raids, and your goblins' IQ you can building like farms, houses, and forges
>there different types of buildings based on your goblin IQ, e.g. the 50 IQ will only be able to build mud huts, but 150 IQ can build proper houses
>eventually the humans will start sending 3 party adventurers to massacre your village, one of adventurers is always a woman
>when this occurs, you select 3 your best goblins (or half-goblins) to fight them in turn based fashion
>your goblin's stats and moves are based on their personality and equipment (which you have made)
>>
>>100261056
>if you fail, you will select another 3 goblins, until the either win or humans kill everyone
>if you are able to defeat adventurers, you will capture the female adventurer (who has better stats than village girls) and can assign a husband to her
>humans (and other nations like elves) will continue sending better adventurers to attack your village
>if your village reaches a certain population and building size it becomes "a city"
>as a city-state you can start to establish trade and normalize relationship with NPC kingdoms
>you win the game once, the other all your neighbors recognize your city as independent

Now that I have outlined this, I actually want to make it even more.
Someone tell me this idea has no potential.
>>
>>100261056
>muh goblin dragon knight wizard middle ages redditsoy fantasy
didn't read
>>
>>100261095
>redditsoy
redditsoy reply, get new material.
>>
>>100261056
So it's a newgrounds upgrade your civilization flash game but replace the civilization part with rape goblins
>>
>>100261122
very rich of the goblinsoy to tell somebody to get new material
can you fucks not think of literally anything else? is medieval fantasy really the only genre you can think of?
>>
>>100261176
That's cute for a reddit obsessed faggot.
>>
>>100261206
okay got it, you're not a creative person, and it shows in your insults too.
ask gpt for new ideas, i'm sure a fucking regurgitating bot can come up with better ideas than you
>>
>redditsoy poster retorts with redditsoy replies
Back to redd'it
>>
>>100261124
rape would only be implied, no NSFW visuals

either way I dunno if that's supposed to be insult, many newgrounds game are really fun
if the point was it has been done, I mean everything has been done, every day between 1 million and 10 million tower defense games gets released that are literally the same, at least this hybrid game would not be as oversaturated
>>
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>>100261273
Wasn't really an insult, was just asking if I was understanding right since it just sounded like those old Newgrounds flash games but with goblin rape. I don't care about originality I'm >>100260988 and wanted to make a Mario Kart clone for the web.

I'm pro-stealing ideas from Newgrounds actually, I talked to my friend about it years ago. Think how many app games made people rich that were just rip offs of old flash games or other games

>Flappy Birds made ton of money and was just a rip off of the Helicopter game, picrel
>Angry Birds was a rip off of the Newgrounds Catapult games
>Candy Crush was just a rip off of tons of games before it
>Words with Friends was literally just Scrabble
>>
>>100260890
If you have done both (as have I), this wouldn’t even be a question - doing it on the GPU is incredibly simpler.
I’m tempted to write a webgl 2D engine from scratch due to your ignorance.
>>
>>100261354
>Think how many app games made people rich that were just rip offs of old flash games or other games.
That's how the world works, most kids nowdays don't know what's Plasma Burst, Raze, Tanks, or even some other games like Worms.
I remember trying to make Plasma Burst 2 clone that'll work natively on Linux, with asset-flip, but I never finished it.
>>
>>100261472
I remember the funnest worms clone I played was called Territory Wars back in like 2006, then they made an online version of it.
>>
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>>100261056
>>100261067
> All your women are belong to us.
>>100261490
As I live in third world Europoor country, we used to pass around CDs with thousands of crappy Flash and small PC joke games around 2002.
Like, you could play 300 games, fitted in ~700 MiB, 100 of them don't work, other 100 are nude, jumpscare or joke games, so 100 good ones.
I also have vivid memory of playing some WW2 airplane game, you shoot nazi planes and drop bombs on ships, it was dumb fun...
>>
>>100261354
Interesting to hear, I didn't connect the dogs, I recall playing the helicopter game back in the day.

Either way, while I said coomer game, the rape was little flavor. The gist would be managing happiness of not only the gobs but also captured women.
The girls would have their own happinness, and it would run out they could possibly kill themself or escape.
Thus in order to keep them happy you stuff like:
>assing them to non-abusive
>assign them to live a comfortable house
>assign buildings like spas to make them happy
>produce clothing they like
So, the idea would be you would stockholm syndrome them into being happy, perhaps even fighting for you.

Either way, best of luck with your Mario Kart clone
>>
anons, what's the easiest way to record the screen on win10, for ebin /gedg/ progress webms?
>>
>>100261706
n00b: OBS and convert to webm with ffmpeg
pro: ffmpeg only
>>
>>100261706
OBS is the tard friendliest option.
>start OBS
>set a new window capture in your sources
>pick your vidya
>right click on preview and Resize Output (source size)
>Settings > Output > Recording
>Type: Custom Output (FFmpeg)
>Container Format: webm
Tweak bitrate, where to output file and shits to your liking and then you can just press Start Recording for all your videos.
>>
>>100261782
>>100261792
thanks anon, i already have obs installed, but i thought there's some more lightweight option
>>
is it possible to statically link glfw?
>>
>>100261994
Yes.
>>
>>100213897
I wonder how hard would making a city builder in Unity be.
In theory it shouldn't be so hard, right? You have a grid, you click grid and auto-place 3D model on it
>>
>>100261994
yes but you have to build it yourself.
>>
>>100263372
>>100263372
>>100263372
>>100263372
>>100263372



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