/gedg/ - Game and Engine Development General
Anonymous 01/15/25(Wed)06:12:36 | 373 comments | 60 images | đź”’ Locked
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/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
Render bugs: https://renderdoc.org/
Previous:>>103862816
Anonymous 01/15/25(Wed)06:30:21 No.103902422
>>>103896196
>Don't get me wrong, maybe you want monsters to be stupid and to get stuck on walls and stop following you after not being visible for a couple of seconds, the bee line approach works fine.
I didn't explain myself clearly, because the approach I'm describing has nothing do to with bees. What I'm saying is there are times where you don't really need to actually restart the path for maximum quality if a new path would be part of the old one anyway, for example, if npc is chasing and its target is running away in the opposite direction, it could exhaust the old path then compute a new one. Or if it is following someone too. I guess there are circumstances where this wouldn't be possible (if your target can avoid obstacles you cannot). The algorithm I'm describing is this one:
            for (var i = 0; i < ai.Path.Count; i += 3)
{
var dist2 = thatPoint.Distance(ai.Path[i]);
if (dist2 > dist)
{
ai.Path.Clear();
break;
}
dist = dist2;
}

My old approach would just calculate a new path every tick, with this one (which I will keep polishing in the future) it makes the computation raring without degrading its usefulness.
>>103896883
>One issue with this is that the path is only recalculated when dwarf reaches the obstacle, not when the obstacle first appears. This means the dwarf can potentially waste a lot of time moving in the wrong direction after the obstacle appears but before it's detected. The other issue is that if an obstacle suddenly disappears, allowing for a shorter path, it will never be detected by this approach.
This should be easy to improve upon with a subscription model.
Anonymous 01/15/25(Wed)07:52:10 No.103903021
Anyone can please advise what I could do in UE5 to make my characters look good? I'm guessing lighting is the most important but where do I even start?
Anonymous 01/15/25(Wed)08:08:15 No.103903135
8LvXm4bBxZg6uyZgEAptva-1200-80
Why don't you make games using OpenXRay, Stalker's open source engine https://github.com/OpenXRay/xray-16
Anonymous 01/15/25(Wed)08:21:44 No.103903226
How do I make midis that sound like a Windows 98 era PC game?
Anonymous 01/15/25(Wed)08:34:57 No.103903306
do i do:
foreach button in buttons:
handle_input(button)
draw(button)


or:
// in the input handling part of the main loop
foreach button in buttons:
handle_input(button)

// in the drawing part of the main loop
foreach button in buttons:
update(button)


??
Anonymous 01/15/25(Wed)09:15:57 No.103903659
Screenshot 2025-01-14 at 22-42-42 _g_ - _gedg_ - Game and Engine Development General - Technology - 4chan
>>103902294
To that Anon from previous thread.
>>103894666
Checked! I'm writing a game in C.
Gott bless you Anon.
Anonymous 01/15/25(Wed)09:56:53 No.103904012
>>103902422
>This should be easy to improve upon with a subscription model.
The first issue (obstacles appearing that block the path), sure. What about the second one (new shortcut opening up)? Would you just recompute all paths every time an obstacle disappears, or every time a moving obstacle takes a step?
Anonymous 01/15/25(Wed)10:02:27 No.103904058
>>103896762
I'm used to CLion. Not sure if anything is better than that.
Frosch !!QxG8tdNNBUC 01/15/25(Wed)10:13:24 No.103904158
1727389117376951
>>103902294
>#239
>no edition
>no requesting help
>Previous: >>103862816
Anonymous 01/15/25(Wed)10:29:45 No.103904298
1731391351702327
Give me Godot tutorials where they use the new TileMapLayer
Anonymous 01/15/25(Wed)10:41:56 No.103904431
>>103903226
Find a soundfont that sound like your favorite soundcard of the era.
Anonymous 01/15/25(Wed)10:47:16 No.103904474
>>103903135
I'm analyzing the game's AI, some interesting findings:
>"Enemy manager", holds information about enemies visible or audible https://github.com/OpenXRay/xray-16/blob/dev/src/xrGame/ai/monsters/monster_enemy_manager.cpp
>Position is not directly accessed but updated if there are direct vision or a recent sound source https://github.com/OpenXRay/xray-16/blob/dev/src/xrGame/ai/monsters/monster_enemy_manager.cpp#L55 https://github.com/OpenXRay/xray-16/blob/dev/src/xrGame/ai/monsters/monster_enemy_manager.cpp#L70
>Check whether enemy is getting closer or farther https://github.com/OpenXRay/xray-16/blob/dev/src/xrGame/ai/monsters/monster_enemy_manager.cpp#L111
>Enemy memory update memory entries of enemies seen or heard https://github.com/OpenXRay/xray-16/blob/dev/src/xrGame/ai/monsters/monster_enemy_memory.cpp#L30
This only scratches the surface, I wonder where the actual behavior and thinking reside. Still, it made me appreciate how much effort they put into making the AI.
Anonymous 01/15/25(Wed)10:47:41 No.103904478
>>103904012
There's ways you can deal with this via a hierarchical approach to pathfinding but it's probably an overkill
Anonymous 01/15/25(Wed)10:48:56 No.103904497
>>103903226
This is not what you asked but what you want anyway https://github.com/tildearrow/furnace
Anonymous 01/15/25(Wed)10:53:53 No.103904545
>>103904012
>Would you just recompute all paths every time an obstacle disappears
Maybe check if the change is visible by the npc or if is within a radius. For very long paths, does it make sense to restart if it happens without the npc's awareness?
Anonymous 01/15/25(Wed)11:01:22 No.103904616
>>103904497
the only thing in there that looks like old windows pc soundchip is
>ESS ESFM
which I think my first windows laptop had

but idk maybe something on there is equivalent to an old onboard realtek chip with the shitty microsoft soundfont for that authentic windows 98 midi experience
Anonymous 01/15/25(Wed)11:11:40 No.103904717
>>103904474
>>103903135
Stalker is generally a good game, but it's full of notorious bugs, which is common for bigger studios, especially from slavic countries.
Don't hold me onto this, I'm not sure this is real, but apparently AAA studios have zero day patches of 10+ GiB, fixing 15000+ bugs.
Not all those bugs in zero day patch, but in first few weeks. Again, I really hope it's not that bad, but I don't play newer games anyway.
Anonymous 01/15/25(Wed)11:12:40 No.103904729
VRAM usage aside, is there a performance cost to sampling say a 4k texture vs a 256x256 texture? I would think they'd be the same since it's still sampling once per fragment, but maybe there's some hardware optimizations or something.
Anonymous 01/15/25(Wed)11:25:44 No.103904871
P1030543
Have you read his book? This is the guy who made rimworld.
Anonymous 01/15/25(Wed)11:27:13 No.103904886
>>103904871
I wouldn't want any game design advice from the guy who made Rimworld
Anonymous 01/15/25(Wed)11:30:10 No.103904913
RimWorld on Steam
>>103904886
Why is that?
Anonymous 01/15/25(Wed)11:33:11 No.103904940
>>103904913
Rimworld is designed to not be fun and sabotage your game because it makes for a more compelling story
Anonymous 01/15/25(Wed)11:34:14 No.103904951
>>103904940
Maybe he has still a couple of things to teach you.
Anonymous 01/15/25(Wed)11:36:20 No.103904972
>>103904951
People want to play a video game, they don't want to play a "story generator" that gives all your colonists cancer because you were doing too well at the game
Rimworld has been full of hilariously bad design decisions like the author doesn't even play his own game
Anonymous 01/15/25(Wed)11:40:34 No.103905027
>>103904972
Look again at the picture.
Anonymous 01/15/25(Wed)11:41:14 No.103905037
>>103905027
Rimworld is popular despite of that not because of it
Anonymous 01/15/25(Wed)11:49:31 No.103905143
Anonymous 01/15/25(Wed)11:50:19 No.103905155
>>103905143
>appeal to popularity
>reaction image
You're not too bright are you
Anonymous 01/15/25(Wed)11:56:11 No.103905225
>>103905155
>Make a game nobody likes
>What's wrong with my neck
Anonymous 01/15/25(Wed)11:56:54 No.103905239
Anonymous 01/15/25(Wed)12:04:35 No.103905333
how do you guys avoid procrastinating working on features by working on pointless things?
Anonymous 01/15/25(Wed)12:20:06 No.103905509
>>103905333
I try to make the pointless things not pointless.
Anonymous 01/15/25(Wed)12:30:17 No.103905617
>>103905509
i wish i could do that, i really dread starting work on merging meshes without having them intersect. something ive been putting off for ages
Anonymous 01/15/25(Wed)12:33:48 No.103905670
As far as renderer structure goes is it better to have a parent class that’s contains all the setup logic to derive from as the Vulkan examples do or is it better to shove all that stuff to a side “util” class?
Anonymous 01/15/25(Wed)12:34:47 No.103905680
>>103905670
totally subjective
Anonymous 01/15/25(Wed)12:42:56 No.103905792
>>103905617
It sound like you need to bite the bullet and start working on your mesh merging.
Anonymous 01/15/25(Wed)12:59:09 No.103906039
I am not a gamedev, not even a programmer, but I have the source files for a old game that got me curious.
It seems to be made In C/CPP but it has several LUA files, I'm assuming they used Lua when dealing with non critical stuff? What's the advantage of dividing your game in multiple languages over doing everything in a single one?
I understand Lua is easier to deal with, but doesn't it add complexity? Is the trade-off of dealing only with C/CPP that meaningful? In the modern day, someone following that same line of thought would develop an engine with its core in CPP but everything else in python?
Anonymous 01/15/25(Wed)13:08:28 No.103906160
>>103905792
once im finished with this other likely pointless feature
Anonymous 01/15/25(Wed)13:10:33 No.103906194
>>103906039
>I understand Lua is easier to deal with, but doesn't it add complexity?
The point is hot code reloading and modding. You can tweak ai, map data, and what not without recompiling a spaghetti mess of more than 100k lines of code much faster than what gcc would.
Anonymous 01/15/25(Wed)13:13:12 No.103906230
UNSAFE
Pointers in C#
Anonymous 01/15/25(Wed)13:13:59 No.103906244
>>103906194
So the main reason would be speed? That makes sense considering it's a game from around 2006. I suppose only a very small part of the game would benefit from the speed increase provided by a lower level language anyway.
Thanks anon.
Anonymous 01/15/25(Wed)13:19:51 No.103906316
>>103902294
After trying Unity I came to the conclusion I'd be better off learning how most of the moving parts work and to manage them myself. Which is why I started making a check list of things I need to learn. So far I've decided for C++ and Vulkan, the later has a reputation of being hard but also for its performance so I figured I might as well, but I'm having trouble deciding which framework/libraries to use. Currently I have only three candidates:SDL, SFML and GLFW. What I've gathered so far is that SDL is the most complete one but that reminds me too much of Unity and I might not even need every feature it offers. On the other hand, SFML seems to be a "lighter SDL" but it's for 2D games only? And finally GLFW is said to be as lightweight as possible but in consequence is missing a lot of stuff like audio. Regarding those 3 libraries am I having the wrong idea about them? If I go for GLFW which additional libraries should I look for to get the missing features when compared to the other two?
Anonymous 01/15/25(Wed)13:21:54 No.103906329
>>103906039
On top of what the other anon said,
>I understand Lua is easier to deal with
This is actually a big benefit. Lua is easier and faster to write than C++, which makes it easier to test out new ideas and find out what's actually fun. Related blog post:
https://loglog.games/blog/leaving-rust-gamedev/#making-a-fun-interesting-games-is-about-rapid-prototyping-and-iteration-rust-s-values-are-everything-but-that

>In the modern day, someone following that same line of thought would develop an engine with its core in CPP but everything else in python?
Take a look at Godot. The core engine is in C++, and the game logic is implemented in GDscript, which is basically Python but with some extra syntax for manipulating game objects.
Anonymous 01/15/25(Wed)13:24:50 No.103906367
>>103905333
I'm trying to stop procrastinating my current project so I can finish it and join you into making a game engine.
Maybe I should just procrastinate by developing both projects at the same time and alternating every few days between them
Anonymous 01/15/25(Wed)13:25:33 No.103906378
>>103906316
>SDL is the most complete one but that reminds me too much of Unity
Unity is far more complete than SDL. SDL pales in comparison and it should be your preferred option.
>SFML seems to be a "lighter SDL" but it's for 2D games only?
You can actually use opengl with SFML https://www.sfml-dev.org/tutorials/2.6/window-opengl.php but I have no idea about vulkan
>And finally GLFW is said to be as lightweight as possible but in consequence is missing a lot of stuff like audio
You can use miniaudio https://github.com/mackron/miniaudio/, but no idea how would you manage fonts.
Anonymous 01/15/25(Wed)13:25:39 No.103906379
Anonymous 01/15/25(Wed)13:29:07 No.103906434
>>103906316
SDL and GLFW function the exact same, the setup code for both is nearly identical. SDL just has more features (audio) and should be used for a legitimate game/engine.
Anonymous 01/15/25(Wed)13:30:38 No.103906464
>>103906379
nevermind google had it
Anonymous 01/15/25(Wed)13:39:16 No.103906580
Shame there’s no modern game engine/programming gem books. Not that the old ones are worthless, I’d like to see all the newer techniques people are using.
Anonymous 01/15/25(Wed)13:39:41 No.103906586
>>103906367
what projects are you working and procrastinating on?
Anonymous 01/15/25(Wed)13:47:15 No.103906682
Thief sound propagation https://www.ttlg.com/forums/showthread.php?t=151206&highlight=room+brush
Anonymous 01/15/25(Wed)13:48:49 No.103906702
>>103906682
Hitman's sound propagation https://gdcvault.com/play/1022774/Sound-Propagation-in
Anonymous 01/15/25(Wed)13:55:37 No.103906791
>>103906580
GDC has you covered.
Anonymous 01/15/25(Wed)13:58:57 No.103906829
snapshot
You set budgets for your subsystems right?
Anonymous 01/15/25(Wed)14:00:39 No.103906851
>>103906378
>Unity is far more complete than SDL. SDL pales in comparison and it should be your preferred option.
Ah I see. Thanks for the clarification.
>>103906434
I'd eventually like to make my own game engine so I might end up using SDL eventually. To be honest I don't know how much GLFW is "missing" so I'm the dark about what types of libraries I should look for to get some of the common features. The other anon mentioned miniaudio, but it didn't even occur to me that I needed a library for fonts. What other things should I be aware of if I go for GLFW? And do you have any recommended libraries?
Anonymous 01/15/25(Wed)14:04:21 No.103906893
Are you really all making 3D games on your own frameworks instead of using an off-the-shelf game engine here?
Anonymous 01/15/25(Wed)14:07:56 No.103906935
>>103906893
yes all of us are. If you're not doing this, you don't belong here.
except this guy, he's honorary /gedg/. >>103893639
Anonymous 01/15/25(Wed)14:09:34 No.103906950
>>103904298
Godot's tilemap system is so slow to modify in realtime that I switched to Raylib and started making everything from scratch.
That should tell you something.
Anonymous 01/15/25(Wed)14:13:58 No.103907020
i miss walmart dev...
Anonymous 01/15/25(Wed)14:16:06 No.103907046
>>103906230
use Reloaded.Memory
Anonymous 01/15/25(Wed)14:17:28 No.103907065
1711466908626806
>>103907020
walmartdev is dead. I killed him.
Anonymous 01/15/25(Wed)14:22:38 No.103907143
Anonymous 01/15/25(Wed)14:27:52 No.103907207
>>103906935
>>103907143
And are your 3D games actually good?
Anonymous 01/15/25(Wed)14:29:01 No.103907215
Anonymous 01/15/25(Wed)14:30:15 No.103907236
>>103906893
Yes I'm not a cuck
Anonymous 01/15/25(Wed)14:32:05 No.103907259
Any examples of your games that you made on your 3D game engine/framework? I have a hard time believing one person can pull it off without spending 5 years on the engine first.
Anonymous 01/15/25(Wed)14:33:05 No.103907268
>>103907207
of course
Anonymous 01/15/25(Wed)14:36:50 No.103907310
>>103907259
The engine is made as you're making the game. Get the idea out of your mind that you need to make the engine before you ever start writing one line of game code.
Anonymous 01/15/25(Wed)14:38:45 No.103907341
>>103907259
An engine is just all the tools you've put together making the game. So yeah it might take 5 years, but you'd have a game as well afterwards.
Anonymous 01/15/25(Wed)14:43:06 No.103907392
>>103907259
an "engine" just means something that interacts with the os so if all you have is a hello world printed to the terminal, that's still your engine
Anonymous 01/15/25(Wed)14:52:35 No.103907498
>>103906851
It literally doesn’t matter. Just use whichever the tutorial you’re following uses.
Anonymous 01/15/25(Wed)14:53:36 No.103907510
>>103907259
I’m sorry is this the gamedev thread?
Anonymous 01/15/25(Wed)14:57:06 No.103907547
soon every AAA company will be writing their games in Zig, get in early
Anonymous 01/15/25(Wed)14:58:24 No.103907565
i'd sooner lock myself into c forever than use zig
Anonymous 01/15/25(Wed)14:59:20 No.103907578
>>103907547
lol
lmao
every AAA companies are switching to unreal. You're living in lalaland zigger.
Anonymous 01/15/25(Wed)14:59:20 No.103907580
>>103907547
but what about rust?
Anonymous 01/15/25(Wed)15:00:01 No.103907586
>>103907578
>every AAA companies are switching to unreal
Seriously can't believe this is happening. Grimmest timeline.
Anonymous 01/15/25(Wed)15:01:59 No.103907610
>>103907586
indeed. I feel bad for any aspiring professional enginedevs. I guess they become tooldevs, maybe.
Anonymous 01/15/25(Wed)15:02:33 No.103907617
>>103907580
turns out nobody actually uses ecs and nobody wants to use it, so rust is out for now until they come up with a way to not use ecs in rustland
Anonymous 01/15/25(Wed)15:03:43 No.103907630
>>103907617
i still don't know what ecs really is
Anonymous 01/15/25(Wed)15:05:57 No.103907652
>>103907630
he's masterbaiting.
>rust
>ecs
all in one post, that's two worms on the same hook.
Anonymous 01/15/25(Wed)15:09:51 No.103907705
>>103907652
anon asked about rust, I replied with rust in the post, where's the bait, the point about Zig still stands, there is no reason not to use it, it's like a more modern C, with easy interop with C libraries and without bloat or unnecessary complexity
Anonymous 01/15/25(Wed)15:14:56 No.103907776
>>103907705
Not that anon, but Zig seems great, but I'll start looking at it once it standardizes.
Anonymous 01/15/25(Wed)15:15:20 No.103907782
>>103907578
>>103907586
Is UE good? I was always under the impression that it can do good graphics but the game logic programming experience is subpar
Anonymous 01/15/25(Wed)15:26:18 No.103907917
stats
After some code refactoring I added stats to my game. Not that I need them now, but it will be interesting seeing how they change as I add more creatures and more complex rendering in the future.
Anonymous 01/15/25(Wed)15:32:11 No.103907979
pic
Today I start work on my idea for a basic, shitty First Person Shooter. I haven't made any games in ages, so I think this is a good project to commit to for a while.

I'm using Raylib with no bindings (pure C) and I started with the basic first person example. Added some velocity stuff and the remnants of a health system.

If I get anything actually done, I'll post it here.
Anonymous 01/15/25(Wed)15:33:16 No.103907993
>>103907979
cool work, is the resolution variable
Anonymous 01/15/25(Wed)15:37:09 No.103908048
So what are the alternatives to ECS?
Anonymous 01/15/25(Wed)15:39:24 No.103908083
>C
>Zig
>he's not using C++26
This will be the one. I'm telling you.
Anonymous 01/15/25(Wed)15:39:31 No.103908085
>>103907917
What are you making? and what are you using to make it?

>>103907979
Keep posting progress.
Anonymous 01/15/25(Wed)15:40:21 No.103908104
>>103902422
D* and it's derivatives nicely handle this scenario
Anonymous 01/15/25(Wed)15:55:41 No.103908296
>>103908048
Object orientation
Anonymous 01/15/25(Wed)15:58:02 No.103908329
>>103908048
good old structs and arrays
Anonymous 01/15/25(Wed)15:58:04 No.103908331
>>103908296
Be more specific please
Anonymous 01/15/25(Wed)16:02:38 No.103908388
What's a good programming language guys?
I wanna do a boundary representation for a 3d viewer instead of meshes.
I tried rust before for other projects but that shit sucks.
Is there nothing better than C/C++ after all these years?
Anonymous 01/15/25(Wed)16:04:58 No.103908417
Even Java is going to be good for games soon, after the Value Objects JEP lands - these are stack allocated instead of being heap allocated. Java's GCs are already far ahead of .NET GC, that won't be a problem
Anonymous 01/15/25(Wed)16:08:37 No.103908474
>>103908388
i like zig on the side
Anonymous 01/15/25(Wed)16:09:11 No.103908486
>>103908388
>Is there nothing better than C/C++ after all these years?
Nope
Anonymous 01/15/25(Wed)16:15:32 No.103908562
>>103908083
>C++26
Looked up the standard. Doesn't seem like any major differences so far.
Anonymous 01/15/25(Wed)16:17:11 No.103908580
>>103908562
dont look at reflection
Anonymous 01/15/25(Wed)16:17:29 No.103908586
>>103908417
Java is already good for games though? Minecraft, Project Zomboid, Starsector, Slay the Spire, Mindustry, Equilnox, Wildermyth, and Songs of Syx.
Anonymous 01/15/25(Wed)16:18:56 No.103908607
>>103908388
Unironically, there's nothing better than C for small to medium projects and C++ for medium to large projects. Sadly it's true...
> Zig is retarded and it's changing all the time, it'll break your codebase within a month.
> Pust is retarded sodomite cancer shilled by N*A and it's unreadable.
> Ada is nice language (and safe, unlike Pust), but it's a BDSM language.
> Pascal is autistic, more so than Ada, and quite verbose at that.
> Fortran is full of ancient design decisions that'll help you shoot yourself in the head.
> Hare is goyware, another LLVM meme language no one wanted.
> Odin, well, some people say good things about it, I won't judge it now.
> C2/C3 are another C-wanna-be replacement, but both suck ass equally.
> D(ead) is also replacement, but it's weak and it can be slow (without GC even).
> Java is OOP masturbation in the fullest, binding C libraries for it (LGJWG crap).
> Go is G**gle spyware, with telemetry and shit, and it's language for retards.
> Python will get you to Mario clone, and you won't be able to make anything else.
It's a dark world out there, I like C and dislike C++, but we need better tools...
Anonymous 01/15/25(Wed)16:23:05 No.103908660
>>103908388
C++23 is comfy
Anonymous 01/15/25(Wed)16:24:30 No.103908680
>>103904717
who asked
Anonymous 01/15/25(Wed)16:26:10 No.103908695
Anonymous 01/15/25(Wed)16:37:51 No.103908818
1724938646491434
>>103908680
Get cheeki breekied fucker.
Anonymous 01/15/25(Wed)16:59:32 No.103909099
>>103908607
>Hare is goyware, another LLVM meme language no one wanted.
hare doesn't use llvm
Anonymous 01/15/25(Wed)17:35:23 No.103909482
>>103907259
https://frenchfriesguy.itch.io/
My two most recent games.
I use raylib tho which cuts down on implementation needed.
Anonymous 01/15/25(Wed)17:56:49 No.103909672
are memory access patterns a meme or necessary for gpus in 2024? i've been reading a few papers about this from 2015 era and it turns out most of the optimizations from back then are worthless now because of how much better L1 L2 caches are for modern gpus.
Anonymous 01/15/25(Wed)17:59:37 No.103909717
>>103909672
a GPU is a magic box for me, i just know that i give it a shader, some data and get data out
Anonymous 01/15/25(Wed)18:05:20 No.103909772
>>103909099
You're right, I forgot it's QBE based, most others are LLVM slop, this one is just slop, because QBE is nice.
Anonymous 01/15/25(Wed)18:27:27 No.103910027
>>103904972
You shouldn't play games. Frankly you shouldn't do anything, just perish
Anonymous 01/15/25(Wed)18:32:34 No.103910069
>>103906039
It's done primarily for gameplay programmers and to some extent, technical artists, neither of which should have access to the engine source. The other anon mentioned hot reloading which plays a big role in iterative design but it's not the primary reason. Python is the slowest garbage language on the planet, nowadays we have node based tools instead of Lua.
Anonymous 01/15/25(Wed)18:37:18 No.103910120
>>103909672
Mildly related
>eliminate branch in fragment shader
>zero impact on my 2060S
>from completely unplayable to well past acceptable on mates 660
Anonymous 01/15/25(Wed)18:38:49 No.103910132
>>103909772
>LLVM slop
explain why you think LLVM is slop
Anonymous 01/15/25(Wed)18:39:01 No.103910134
>>103909672
>>103909717
The most important thing is making effective use of the memory spaces. I wouldn't bother too much with cache optimization unless your going for a specific target or REALLY need the milk out every edge.
Anonymous 01/15/25(Wed)18:40:24 No.103910147
>>103908388
I'm having a blast working in Beef, it has upped my productivity x7
Anonymous 01/15/25(Wed)18:42:24 No.103910158
>>103910132
because a handwritten compiler can be over 400x more efficient and produce better assembly
Anonymous 01/15/25(Wed)18:45:37 No.103910186
bfa3e37e7bec4eda8627549fdf805528
I added a depth fragment output to my raymarching pixel shader and it tanked the performance, I'm getting ~10ms spikes now in some cases. Why is this so hard to get right?
Anonymous 01/15/25(Wed)18:59:58 No.103910315
>>103904871
I wouldn't want advice from the guy who named his game "Rimjob".
Anonymous 01/15/25(Wed)19:11:03 No.103910407
>>103910158
Right, so you're saying you're a retard child with no tangible experience? Thanks for clarifying.
Anonymous 01/15/25(Wed)19:14:55 No.103910450
>>103910407
>there is absolutely no trade-off for using LLVM
>it literally just free benefits with no compromises
>it's magic
this is you
Anonymous 01/15/25(Wed)19:37:28 No.103910701
>>103910134
do yall think 3080 is an acceptable performance target for games released in a year or two. even the poorest brokie can afford a used 3080 (300$) which will only get cheaper with time
Anonymous 01/15/25(Wed)19:51:37 No.103910883
>>103910158
>a handwritten compiler can be over 400x more efficient
holy fuck you're dumb
Anonymous 01/15/25(Wed)20:28:05 No.103911279
>>103910883
Samefagging isn't an argument.
Anonymous 01/15/25(Wed)20:30:33 No.103911311
>>103911279
is GCC 400x more efficient than Clang?
Anonymous 01/15/25(Wed)20:32:49 No.103911336
>>103911311
It could be. I've never monitored how many watts it takes to compile a program.
Anonymous 01/15/25(Wed)20:33:45 No.103911345
>>103906682
Of note : Thief room brushes are not only used to calculate sound propagation, but also serves for AI pathfinding for the same reason than sound). It’s also possible for scripts to use them for area-based effects, but it’s not their main purpose.
And yeah, it’s a chore creating them when building a mission.
Anonymous 01/15/25(Wed)20:51:05 No.103911540
I have come back around to OOP. This was the right path all along. I beg for forgiveness.
Anonymous 01/15/25(Wed)21:30:45 No.103911949
>>103911336
>It could be
well it isn't
it's not even twice as efficient
Anonymous 01/15/25(Wed)22:34:33 No.103912516
>>103904972
True, videogames should be pure heroin, you should get head as soon as you push start to play. You shouldn't struggle in any way, that would be unfun.
Anonymous 01/15/25(Wed)22:36:43 No.103912532
2025-01-15 22-09-20
I've been trying to clean up my code so the performance isn't as shit. It's still bad, but not as much.
Anonymous 01/15/25(Wed)22:39:18 No.103912549
>>103912516
How stupid do you have to be to draw that conclusion from my post
Challenge is not the problem, the problem is adaptive difficulty
The player should be rewarded for overcoming a challenge, not normalized
Anonymous 01/15/25(Wed)22:42:07 No.103912571
>award you overcoming a challenge with a bigger challenge
what now
Anonymous 01/15/25(Wed)22:46:23 No.103912601
>>103912549
>calling others stupid.
>can't even redact a simple argument.
You said that players don't want a "story generator", so, I guess you're for gameplay first games, games are supposed to be replayable unlike other story driven media. Shouldn't you be supporting challenge growth, then?
Are you retarded or just 12 years old? There should be a difficulty step up after you succeed over a challenge, that's what makes gameplay worthwhile.
Anonymous 01/15/25(Wed)22:46:58 No.103912610
>>103912571
Depends on the details
In Rimworld if you start doing well it will just give a colonist a random disease which takes them out of the game. That's in no way good game design, but it fits Tynan's deluded goal of being a "story generator"
Anonymous 01/15/25(Wed)22:48:47 No.103912630
>>103912601
>There should be a difficulty step up after you succeed over a challenge, that's what makes gameplay worthwhile.
Of course but that challenge should be implemented in a way that is consistent and fair
Anonymous 01/15/25(Wed)23:12:08 No.103912863
1736609253880655
>>103911540
We don't do the whole 'I forgive you, OOP was the right choice, glad you realized' thing.

Us OOPers just make functional software. No need to discuss it.

Leave the bitching and arguing and discussion to meme paradigm enjoyers. They certainly aren't spending their time making useful software.
Anonymous 01/15/25(Wed)23:28:49 No.103913019
>>103912630
If a game's mechanics is based around dealing with multiple scenarios, then it is acceptable for a game to do that.
I do not like RimWorld, the game does not seem interesting to me, however, my best friend is obsessed with me and his steam page is nothing but RimWorld, I can see that even with his 2000+ hours into the game, he stills finds new shit to tell me about (even though I find it the most quirky shit ever).
Anonymous 01/15/25(Wed)23:30:45 No.103913041
>>103913019
Rimworld is full of interesting shit that happens, it's also full of terrible game design decisions that make playing it an unenjoyable chore, but you wouldn't know that unless you actually played it
Anonymous 01/15/25(Wed)23:42:31 No.103913154
>>103913041
Haven't played it and won't play it, but the fact that everyone that I know that plays it, absolutely loves it, tells me that it is doing something well.
Anonymous 01/15/25(Wed)23:46:39 No.103913194
>>103913154
you aren't making a point
Anonymous 01/15/25(Wed)23:46:56 No.103913199
>>103906244
Speed in the sense of faster iteration yes
Anonymous 01/15/25(Wed)23:53:39 No.103913245
>>103907565
Same desu, I was close to jumping on the Odin train but the lack of meta programming had me bail out.

I'd try Jai if it was available but I'll stick with C for now.
Anonymous 01/15/25(Wed)23:57:03 No.103913269
>>103913245
What kind of meta programming do you need that Odin doesn't have?
Anonymous 01/16/25(Thu)00:01:50 No.103913311
>>103913194
>I don't like this game.
>Some do.
>You aren't making a point.
I'm not writing a TV comedy pitch to convince you, anon, I have already responded to you, do you want me to convince you on why a game you don't like is actually objectively good and your taste is objectively shit? That won't happen.
Anonymous 01/16/25(Thu)00:05:45 No.103913344
>>103913311
I didn't say I didn't like the game
Anonymous 01/16/25(Thu)00:06:21 No.103913346
if i dont have a linux pc then how do i know my game is cross platform
Anonymous 01/16/25(Thu)00:18:04 No.103913430
>>103913346
linux is an os though
Anonymous 01/16/25(Thu)00:24:46 No.103913474
Odin deliberately avoids features like textual macros, dynamic symbol creation, and inline assembly to maintain simplicity, clarity, and type safety. While this makes it more robust and easier to work with, certain low-level or highly dynamic use cases still benefit from C’s raw flexibility or other languages with advanced metaprogramming capabilities. For such cases, combining Odin with external tools, build scripts, or other languages can fill the gaps.
Anonymous 01/16/25(Thu)00:40:34 No.103913576
what profilers does /gedg/ use? you do use profilers right?
Anonymous 01/16/25(Thu)00:44:17 No.103913597
Anonymous 01/16/25(Thu)00:58:27 No.103913718
>>103913576
>profiling a basic 2D game
No
Anonymous 01/16/25(Thu)04:05:43 No.103914861
>>103908660
Are there any compilers that support it fully yet? I want to use std::print().
Anonymous 01/16/25(Thu)04:07:29 No.103914871
>>103903226
that stereotypical "windows midi" sound comes from the built in software synth with a cut down/compressed version of the roland soundcanvas soundfont licensed by microsoft
you can find the soundfont used in windows and use it with a modern softsynth to get the same sound. i found a copy here;
https://musical-artifacts.com/artifacts/713
and as a test (in linux);
timidity /tmp/30\ -\ One\ Stop.mid --config-string="soundfont '/tmp/gm.sf2'" -Ow -o out.wav

https://litter.catbox.moe/6rv9gh.flac
as for freely-licenced equivalents, i'm not sure
Anonymous 01/16/25(Thu)04:12:18 No.103914896
>>103913576
The one that's built into CLion.
Anonymous 01/16/25(Thu)04:17:01 No.103914925
>>103914861
gcc mostly does
https://en.cppreference.com/w/cpp/compiler_support/23
Anonymous 01/16/25(Thu)04:17:16 No.103914929
>>103914871
MIDIs back then sounded different on every computer
Anonymous 01/16/25(Thu)04:18:39 No.103914934
>>103914925
Guess I'll have to upgrade from GCC 13 (the one that's in Linux Mint's repos) then.
Anonymous 01/16/25(Thu)04:22:08 No.103914951
>>103914929
there's many ways to play midi files, but by the late '90s most people were just using the windows softsynth, and considering anon wasn't specific, it's reasonable to assume that this is what he was talking about. like if you install windows 98 and don't configure midi to use a specific soundcard or external synth, this is what you'll get
Anonymous 01/16/25(Thu)04:25:31 No.103914965
>>103914951
Every time I got a new PC, the MIDIs sounded different
It made it annoying to try and make music for your game
Anonymous 01/16/25(Thu)04:33:02 No.103915009
>>103914965
i will admit that some oems shipped with different midi configurations to what you'd get with a clean copy of windows 98
like the family win98 computer we had had some yamaha xg softsynth preinstalled, so you're not wrong that they can sound different depending on what you get, but in my experience most still just used the microsoft softsynth. anon would have to try a few to see what he prefers
Anonymous 01/16/25(Thu)04:37:18 No.103915032
>>103914965
>>103915009
i found it
https://youtu.be/f-xQMFUt7Tk
i'm not sure if games used it though, i remember playing midi's through this program and they sounded different, so probably not. i was pretty young then so i don't think i ever messed with changing the default windows midi synth/output
Anonymous 01/16/25(Thu)04:39:39 No.103915048
>>103915032
Never heard a MIDI sound this good before, mine sounded much cruder
Anonymous 01/16/25(Thu)04:48:50 No.103915121
>>103915048
the yamaha xg spec expands on the roland gm spec so it can do a bunch more stuff
i'm by no means a midi expert of course, but they can sound pretty good given the right circumstances, for one playing a midi using the same synth as it was actually written for. for a well-known example, try listening to doom music from a roland sc-55, the hardware it was made for
https://youtu.be/Z_LfE6gV9ok
it's probably fair to say most people heard doom music through a soundblaster's fm midi synth instead, since not many people would happen to have a roland sc-55 lying around, and it sounds way different since it's FM synth and not wavetable synth
https://youtu.be/hXH692FUp3Q
this is a more stereotypical "pre-windows/dos pc music" sound
Anonymous 01/16/25(Thu)05:20:04 No.103915328
>a handwritten compiler can be over 400x more efficient and produce better assembly
you aren't going to output faster asm than llvm what you can do is output your own asm and use llvm to optimize it
this way you skip the ass part of llvm (extremely slow and bloated compilation terrible apis and docs) and get the good part (fast asm)
Anonymous 01/16/25(Thu)05:26:06 No.103915365
Anonymous 01/16/25(Thu)05:37:09 No.103915434
>>103908085
>What are you making?
Stealth-post apocalyptic roguelike, but I think it will become a real time game.
>and what are you using to make it?
C# + SFML
>>103908417
>>103908586
Song of Syx looks ambitious. I wonder how do they handle the memory without value types.
>>103911540
I thought I'd use more OOP but I didn't. However they are used in key aspects of the game: behaviors, states and events (both have update & draw methods) and I use interfaces for pathfinding and shadowcasting, sometimes I want the pathfinding to find the shortest path, and others to avoid it, this is how I made the flee behavior.
Anonymous 01/16/25(Thu)05:54:40 No.103915547
>>103907917
what font? it looks nice
Anonymous 01/16/25(Thu)06:00:46 No.103915582
>>103915365
you know what else does all that and isn't a meme? C
Anonymous 01/16/25(Thu)06:00:46 No.103915583
>>103914861
You can just use C++20 with fmtlib which is almost the same API as std::format and eventually once the support is better you can just switch over by replacing fmt:: with std:: and fixing a few differences.
Anonymous 01/16/25(Thu)06:01:38 No.103915589
>>103915547
https://retro-pixel-font.takwolf.com/
Anonymous 01/16/25(Thu)06:08:59 No.103915633
>>103915589
thanks broski
Anonymous 01/16/25(Thu)06:42:51 No.103915858
>>103914861
clang, gcc and msvc support it, you just need to provide the flag to use C++23
Anonymous 01/16/25(Thu)06:47:20 No.103915899
is there a simple framework like love2d but without lua? i dont like the language
Anonymous 01/16/25(Thu)06:48:36 No.103915909
Anonymous 01/16/25(Thu)06:49:52 No.103915920
>>103915899
gamemaker
Anonymous 01/16/25(Thu)07:17:44 No.103916150
LOVE
>>103915899
From what I gather, it is quite complete despite apparences. What language do you want to use? You could port it in one or two weeks.
Anonymous 01/16/25(Thu)07:20:14 No.103916173
imagine being filtered by lua

literally just looking for an excuse not to work on his game
Anonymous 01/16/25(Thu)07:20:25 No.103916177
>>103915899
Isn’t love2d made in C++ anyways?
Anonymous 01/16/25(Thu)07:56:16 No.103916495
>>103915909
I swear raylib sucks in comparison to Love2D, but I can't prove it. I simply believe it from my initial impressions.
Anonymous 01/16/25(Thu)07:57:28 No.103916505
noise
Working on my sound system. In this video, when you throw an item, npcs within your field or view are colored red if they can directly see where the item lands, or orange if they can hear the noise it makes.
Anonymous 01/16/25(Thu)07:57:45 No.103916507
>>103916495
You said you wanted a simple 2D framework
What else do you need
Anonymous 01/16/25(Thu)08:15:52 No.103916675
>>103908607
If you get all complex calculation (culling, animations, skinning and so on) to GPU then CPU performance isn't that important and even Python is going to work well enough.
Anonymous 01/16/25(Thu)08:17:42 No.103916697
>>103916675
that's delusional
Anonymous 01/16/25(Thu)08:22:10 No.103916758
char
it's grim
Anonymous 01/16/25(Thu)08:25:12 No.103916785
>>103916507
I'm not anon. I'm offering my opinion.
Anonymous 01/16/25(Thu)08:26:34 No.103916792
>>103916785
your opinion is dangerously incorrect
Anonymous 01/16/25(Thu)08:31:32 No.103916840
>>103910701
No. You should target 5 years old integrated GPU. Like RDNA 2 with mesh shaders.
Anonymous 01/16/25(Thu)08:33:17 No.103916855
>>103910701
>even the poorest brokie can afford a used 3080 (300$)
you retards seem to assume that everyone lives in america and has access to a plentiful second hand market. certainly not true in the UK, ausfalia or... like 90% of the world
Anonymous 01/16/25(Thu)08:46:02 No.103916949
>what is the best X that does Y?
the one that you write!
Anonymous 01/16/25(Thu)08:52:26 No.103916999
>>103906950
can you elaborate? What where you doing
Anonymous 01/16/25(Thu)09:35:08 No.103917413
>>103916999
not him but if you plan on having anything larger than 100x100, it's slow as fuck to move around, add to, and remove
that's not even including that zooming in and zooming out is designed as if they never thought anyone would have a large tilemap
Anonymous 01/16/25(Thu)09:37:35 No.103917443
>>103917413
What's your CPU
Anonymous 01/16/25(Thu)09:40:13 No.103917466
>>103917413
Couldn't you uh.. make the tiles larger?
Anonymous 01/16/25(Thu)09:40:15 No.103917467
>>103917443
intel 7th gen
Anonymous 01/16/25(Thu)09:42:15 No.103917491
>>103916999
>>103917413
Yeah. And if you modify it while the game is running through GDScript it makes the game stutter for up to 500ms (on a normal sized tilemap). If you update the tilemap on a thread you just get graphical glitches.
Every time this gets brought up on the GitHub it's pretty much that Gnome Ebussy meme where they ask:
"what's the usecase for a tilemap larger than 100x100"
"Why are you trying to modify the tilemap while the game is running?"
"Yeah we have a bunch of functions for changing the tilemap ingame, but you were never supposed to use them!"
And after a few of those one of the lead developers comes in and says that it's in their future plans to fix the tilemaps.
It's laughable. I like Godot, but the way people act on the GitHub issues is so dumb.
Anonymous 01/16/25(Thu)09:43:43 No.103917508
>>103917491
>I like Godot
I wouldn't after what i just heard
Anonymous 01/16/25(Thu)09:43:44 No.103917509
>>103917491
>"Why are you trying to modify the tilemap while the game is running?"
This I don't get. What's the fucking point of a tilemap if I can't change tiles at runtime? Then I might as well just make one big model wtf.
Anonymous 01/16/25(Thu)10:06:10 No.103917720
>>103910701
the cheapest 3080 second hand within reasonable driving distance is $800
Anonymous 01/16/25(Thu)10:12:19 No.103917799
>>103913344
You said that playing it is an unenjoyable chore, I usually like things I enjoy and dislike those I don't.

>>103915899
Raylib, try looking for some bindings that fit the language your like. I'd go with pure C if I were you or at least make my own bindings.
Anonymous 01/16/25(Thu)10:23:37 No.103917926
char
How do capes work?
Is there some way to make it wiggle around using some blender magic and then bake that into the normal animations?
Anonymous 01/16/25(Thu)10:24:16 No.103917932
>>103917926
cloth modifier
Anonymous 01/16/25(Thu)10:28:17 No.103917979
>>103917926
simple vertex shader
Anonymous 01/16/25(Thu)10:30:12 No.103918008
>>103910701
Total amerimutt death.
Anonymous 01/16/25(Thu)10:41:43 No.103918152
>>103917932
>>103917979
alright I'll check those out.
Now to do the hood.
Anonymous 01/16/25(Thu)10:49:05 No.103918228
Just use Unreal you literal retards
Frosch !!QxG8tdNNBUC 01/16/25(Thu)10:50:29 No.103918243
>>103918228
The only "unreal" thing that belongs in this thread is my willingness to tolerate you.
Anonymous 01/16/25(Thu)10:51:57 No.103918258
Anonymous 01/16/25(Thu)10:59:46 No.103918335
>>103906829
How do I actually do this?
Anonymous 01/16/25(Thu)11:03:46 No.103918381
notchdev
this got so many nocoders unbelievably mad
Anonymous 01/16/25(Thu)11:09:18 No.103918459
Anonymous 01/16/25(Thu)11:11:44 No.103918484
>>103918381
He browses /gedg/ right? Show your power level notch you bastard.
Anonymous 01/16/25(Thu)11:25:28 No.103918621
>tfw too sick to dev at my desk
i wish i could go to bed with my dev station
Anonymous 01/16/25(Thu)11:29:06 No.103918676
>>103918621
bro your laptop?
Anonymous 01/16/25(Thu)11:41:32 No.103918853
Why dont you autists make a single github repo and develop a single soulful engine instead of reinventing the wheel n times?
Anonymous 01/16/25(Thu)11:42:13 No.103918864
>>103918853
I'm making a game.
Anonymous 01/16/25(Thu)11:44:16 No.103918888
>>103918853
reinventing the wheel is how you learn, retard
Anonymous 01/16/25(Thu)11:44:31 No.103918892
>>103918853
because none of us knows how to work together, unfortunately
Anonymous 01/16/25(Thu)11:48:18 No.103918938
>>103918853
I write the spec
>Vulkan only renderer
>traditional pipeline only
>no mesh shaders
>no raytracing
>C++ 17
>Visual Studio, we setup Linux later
>compiled as a .dll, build you own editor on top of it
Anonymous 01/16/25(Thu)11:53:23 No.103918994
>>103918853
General purpose game engines are just as bad as "general purpose" programming languages, if you don't understand, don't bother replying.
>>103918938
Vulkan would eliminate people with old GPUs, including me, tho I respect next 3 points. C++ is a good choice, VS and DLL are terrible.
Anonymous 01/16/25(Thu)11:57:26 No.103919035
>>103918994
>doesnt have vulkan
Time to upgrade that 20 year old gpu bro
Anonymous 01/16/25(Thu)12:03:18 No.103919137
Screenshot_2025-01-15_16-05-06
>>103919035
I run Baldurs Gate 2, Heroes of Might & Magic 3/4 and DCSS just fine, thank you.
I'm not making AAA game, it uses 100 MiB of RAM, and it runs at 1000+ fps on OpenGL 3.0, and 30+ fps on CPU (XCB/X11).
Also my Vulkan drivers (MESA, Linux) are incomplete, existent but not fully supported for my GPU, so textured 3D models run fine on it.
Image related is my WIP game, it has no game engine, I'm writing parts of it as I develop the game, tho assets are copied from HoM&M.
Looks like shit, but I can't find good complete sprites on itch or OGA, nor I have time to render my own in Cycles or EEVEE...
Anonymous 01/16/25(Thu)12:04:56 No.103919162
>>103919137
Did you steal all the heroes graphics?
NGMI
Anonymous 01/16/25(Thu)12:08:05 No.103919195
>>103918381
based notch
Anonymous 01/16/25(Thu)12:09:03 No.103919210
>>103919162
Yes, but I don't want to use those for the game itself. It'd be a waste of time if I made graphics myself as mentioned above...
I'll think about it later, for "prototype/debug/build" stage or whatever, I just want to drop 1400 images into 1 texture, and not worry about it.
It's quite modular, so everything I need to do would be replace images, and 'grep/sed' INI files to change names and data for things...
Some HoM&M 3/4 images were downloaded from VG, some were bulk-saved from the fandom Wiki, for some I wrote small programs to extract them.
For example, entire HoM&M4 GUI was extracted from screenshots I saved, by comparing 2 images and saving it as PNG, overlapping parts.
Anonymous 01/16/25(Thu)12:10:30 No.103919229
>>103918853
https://www.youtube.com/watch?v=fQeqsn7JJWA
Anonymous 01/16/25(Thu)12:23:59 No.103919409
>>103918381
based block man
Anonymous 01/16/25(Thu)12:24:01 No.103919410
>>103918381
How ironic lmao, notch can't code for shit
Anonymous 01/16/25(Thu)12:34:20 No.103919536
didn't notch steal his engine and game from some other guy
Anonymous 01/16/25(Thu)12:37:46 No.103919562
>>103919410
>There are only two kinds of games: the ones people complain about and the ones nobody plays.
Anonymous 01/16/25(Thu)12:45:25 No.103919638
>>103919137
a 1080ti is 100bucks used, if your this poor wtf are you doing with your life lmao.
Anonymous 01/16/25(Thu)12:51:03 No.103919717
bait
I need to iterate on this, but I'm glad the first implementation is done. This required the introduction of a sound list, sound events, sound memory for the AI, a new behavior to investigate noises, and refactoring how throwing items works.

In my game, AI makes decisions by iterating through a list of predefined behaviors and evaluating them. The one with the higher score becomes the next action to do. For now, only events such as new enemies or noises trigger this plus finishing a behavior. In the future I will limit the behavior pool to reduce the number of evaluations one needs to perform.
Anonymous 01/16/25(Thu)12:53:06 No.103919750
file
>ctrl+f
>no results for sokol
get in you fucking nerds, raylib isn't the only library around, even if you don't use sokol, the dev has some very good blogposts about graphics abstractions.
https://floooh.github.io/sokol-html5/
Anonymous 01/16/25(Thu)13:08:13 No.103919982
>>103919750
fuck other people's graphics abstractions, the one im writing is the only one i'll use
Anonymous 01/16/25(Thu)13:11:01 No.103920021
>>103918381
That’s why we are superior
Anonymous 01/16/25(Thu)13:12:00 No.103920035
>>103917508
I "like it" in the sense that I prefer it over most other engines, especially the Open Source ones.
Anonymous 01/16/25(Thu)13:13:40 No.103920060
>>103919638
I buy old 32-bit laptops, mainly from IBM, Fujitsu and HP. I'm not into playing games or anything, and stuff I write runs on low-end machines.
If I happen to need something more advanced, I'd never buy used GPU, probably someone mined on it, I'd buy Intel Arc, not AMD or nVidia ones.
Anonymous 01/16/25(Thu)13:17:36 No.103920126
>>103919137
common xolatile L
Anonymous 01/16/25(Thu)13:20:55 No.103920165
1736962844836425
>>103919210
if you steal graphics you might as well steal code
Anonymous 01/16/25(Thu)13:23:33 No.103920205
>>103919137
Xolatile, I like the interface, but I think it needs more contrast between the shadows and light.
Anonymous 01/16/25(Thu)13:24:42 No.103920225
>>103919750
>please visit my blog I need the ad revenue
no
Anonymous 01/16/25(Thu)13:29:37 No.103920301
Screenshot_2025-01-16_13-27-28
>>103920126
Sorry, I don't understand, but thanks...?
>>103920165
What if I told you that parts of HoM&M4 were written in Pascal, of all things, judging by hexdump of its Windows executable?
>>103920205
Graphics is there for easy visualization of what I did right and of what I did wrong, I don't like how they look tho, they'll be removed.
Image related, my other WIP game in Ada language, I like the graphics of this more, and compare screenshot file sizes!
>>103919137
This is 1.76 MiB per simple 1600x900 screenshot, which is just insane... Image related is just 56.8 KiB, and I like my GUIs more to be honest.
Anonymous 01/16/25(Thu)13:30:59 No.103920326
>>103920205
>i like the ui that you stole from the game
Anonymous 01/16/25(Thu)13:32:52 No.103920359
>>103920301
Guys did you know that Xolatile is making a game in Ada? Well he is making a game in Ada. Did I mention it was Ada BTW?
Anonymous 01/16/25(Thu)13:33:02 No.103920360
media-13
>>103920326
Looks inspired, but not the same.
Anonymous 01/16/25(Thu)13:37:27 No.103920440
7nmuw08ewtua1
Alright I didn't know how 4 looked like. Anyway, it needs more contrast.
Anonymous 01/16/25(Thu)13:42:04 No.103920515
>>103919137
>30+ fps on CPU (XCB/X11)
Tried to do some SIMD optimizations yet or is it out of scope and the software renderer is only here as a fallback?
Anonymous 01/16/25(Thu)13:47:06 No.103920591
>>103920359
I divorced with Ada, we had a fight over null-terminated strings, which I love, but Ada hates, but I'll finish that project sometime later.
>>103920440
Yeah, copied that one, and trust me, it looks way better at native 1024x768 resolution, but it's still a bad GUI in my opinion. No helping it...
>>103920515
It's just a fallback, SIMD can't do proper integer div/mod instructions with SSE1-4 or AVX1-2, even with AVX512 I believe, which I don't have.
And most of my code uses 'uint32_t', not float or double, so it can't be vectorized out during the compilation. It's just braindead copy+paste.
To be specific, I'm literally copying pixels into a memory buffer, and using put_image and copy_area to preview it on the screen...
Since XCB is asynchronous (unlike Xlib as far as I know), it's not hard to multi-thread that part of the code, but I see no benefit or real-world use.
Everyone has a GPU, even an old one, like me... The only way for it to be used if someone doesn't have OpenGL 3.0 drivers or something.
Anonymous 01/16/25(Thu)13:49:19 No.103920627
>>103920360
>>103920440
pixel art will never look this good again
Anonymous 01/16/25(Thu)13:50:32 No.103920643
>>103920627
That's not pixelart
Anonymous 01/16/25(Thu)13:50:38 No.103920648
>>103918381
desu, I always felt the same. If you don't do your own game engine, there is a high chance that your game will have no personality, nothing for itself. Games nowadays often feels "impersonal"
Anonymous 01/16/25(Thu)13:59:58 No.103920773
file
>>103920591
>It's just a fallback, SIMD can't do proper integer div/mod instructions
>https://youtu.be/RrHGX1wwSYM?t=3299
normal instructions can't do proper div/mod instructions either, you're literally better off casting to double and recasting back.

use this to check how idiv is slow for your architecture compared to floats/double and report back.
https://uops.info/table.html
Anonymous 01/16/25(Thu)14:03:52 No.103920813
dragon-warrior-monsters-gbc-073
>>103920773
That's why you use power of two numbers and integer shift.
Anonymous 01/16/25(Thu)14:13:24 No.103920929
>>103920813
CPUs are weird, you can make a case for using both integers and doubles just to saturate the CPU, because it can run stuff in parallel.
I honestly think that fixed precision is fine for 2D games, especially when you don't even have rotations, you can either scale up everything by a multiple of ten/power of 2, or just dedicate a short for the decimal part.

Side note, apparently, abusing SIMD will overheat your CPU more than normal instructions, and has increased power consumption.
Anonymous 01/16/25(Thu)14:15:59 No.103920958
>>103919410
Honestly Minecraft was pretty well programmed until it became a multi-person job, and really turned to shit after Notch left.
Anonymous 01/16/25(Thu)14:29:02 No.103921065
>>103920773
I don't watch that mustache guy, Casey is good, but I only watched his anti-Clean-Code video, and one about optimizations.
I sometimes watch USSR twink Alexey Kutepov and hate how he retardedly writes C and assembly, fuck that guy.
The guy I like watching is Arseny Kapoukine, since my old HP Notebook does support Vulkan, I wrote renderers for it.
Now I'm on T440s, which has incomplete Vulkan support, so I use OpenGL now. It runs on more machines, I appreciate that.
--
I might watch that video later, but don't guarantee it... I prefer to use uops.info and Godbolt/objdump myself, or not optimize at all.
If you write very simple code, and know what you're doing and when, then the output will be usually as expected, fast.
Anonymous 01/16/25(Thu)14:42:20 No.103921223
>>103921065
I don't care about mustache guy either, I posted the relevant timestamp and wrote the TL;DR
integer div/mod sucks and is slow asf
you can do some counter intuitive casting and manual subtraction using doubles then cast back and achieve a free speedup because that's the only way to get the compiler to optimize correctly.

I am curious if you can do the same trick with SIMD with a bunch of casting.
Anonymous 01/16/25(Thu)14:50:01 No.103921295
Anonymous 01/16/25(Thu)14:52:13 No.103921319
output2
>>103907979
Day 2
Added a crosshair in the center of the screen, jumping, stamina system, starting to work on a gun system (see the M9 in the corner?) fixed some framerate issues and added a velocity system.
Anonymous 01/16/25(Thu)14:53:36 No.103921332
>>103921319
I also added lighting, forgot to mention
Anonymous 01/16/25(Thu)14:55:01 No.103921341
>>103907993
Seems to be. One thing I noticed is that the performance tanks when I increase the screen size so that's something I have to fix
Anonymous 01/16/25(Thu)14:55:14 No.103921343
>>103921319
Nice, can stamina run out? What happens if you do? Slowed movement?
Anonymous 01/16/25(Thu)15:05:06 No.103921440
1736432951104485
>>103920643
>>103921319
>X11
>Pulseaudio

KEKKKKKKK
Anonymous 01/16/25(Thu)15:06:45 No.103921450
Automata_Five
Partitioning of a 128x128 space by a growing cellular automaton. Each color represents a different entity that competes for the same pixel.
Anonymous 01/16/25(Thu)15:34:35 No.103921793
>>103918938
That is pretty much what I do, except I use C++20 because that is what VS2019 does.
Anonymous 01/16/25(Thu)15:39:19 No.103921845
>>103910147
I second this
Anonymous 01/16/25(Thu)15:51:49 No.103921983
1736768989989265s
>>103910147
7 x 0 = 0
Anonymous 01/16/25(Thu)15:53:46 No.103922000
>>103915365
>let people = [ Person(name: "John")]
lmao
Anonymous 01/16/25(Thu)16:13:44 No.103922211
1725037947962654
>>103922000
Holy fuck, checked...
Anonymous 01/16/25(Thu)17:06:56 No.103922679
>>103922211
is that one of those new genders I keep hearing about?
Anonymous 01/16/25(Thu)18:08:03 No.103923341
>>103904940
rimworld isn't fun because of how obviously contrived and artificial the challenge is. It generates all of these other settlements with religions and histories and then does absolutely nothing with it at all, like, I'm getting attacked by a cult of blind neanderthals but because I have 100k wealth they get kevlar and machineguns. Combined with half of the marketing material being "yo we're gonna fucking destroy all that hard work of yours because you actually managed to make it lol" and I'm stuck wondering "What the fuck is this bullshit? Why I didn't just boot up DF47.05?.
>>103908083
>>C++ based
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>26
I'll wait until the GPL release, because by then the other compilers will have mature feature support.
>>103915858
GCC isn't all the way there yet unfortunately. Part of me wants to go proprietary just to have nice things, it shouldn't be hard to scan my own damn exe for telemetry.
Anonymous 01/16/25(Thu)18:14:23 No.103923389
cat_huh
>have fun and enjoying making my engine implementing features
>no desire to make a game
Anonymous 01/16/25(Thu)18:26:15 No.103923496
>>103902294
wouldn't it be more feasable to run two parallel searches from each end of the path? or even precalc chokepoints and then you fill-compute a route with way less individual searches? assuming this is an expensive operation.
Anonymous 01/16/25(Thu)18:34:59 No.103923566
101-bigtiles
>>103902294
Continuing with the radiance cascade work... I'll need to break it up into 2 passes (cascade construction and cascade summation) in order to get cross-chunk lighting to work
Anonymous 01/16/25(Thu)20:12:34 No.103924399
>>103923389
engine dev isn't game dev
what's the issue here
Anonymous 01/16/25(Thu)20:54:56 No.103924760
>>103920773
Okay, I just finished watching that video, mustache faggot irritates me beyond hell, Casey is on point about everything he said.
I came up with similar conclusions on my own, like 2 years ago, but someone like him probably did it 14 years ago, when AVX came.
It feels good to come up with same conclusion as someone I respect. However, I still think that Arseny Kapoukine is better programmer.
Anonymous 01/16/25(Thu)21:12:57 No.103924953
>>103919750
I looked into sokol. Couldn't figure out how to use it. Documentation was non-existent. Raylib is the only thing a dummy like me can get to run.
Anonymous 01/16/25(Thu)21:55:50 No.103925272
>>103908607
completely serious what are your thoughts on the Scheme and Forth? and by BSDM do you mean general difficulty of writing shit in Ada?
Anonymous 01/16/25(Thu)22:27:45 No.103925480
Screenshot_2025-01-16_22-26-25
>>103925272
I don't know anything about Scheme.
I appreciate that Forth is old, but I never wrote it nor I like reading it (saw examples posted in one thread here, it was C parser in Forth).
Ada is easy to maintain because it's stable and safe, but even minor changes require good amount of refactoring the codebase.
Image related is old version of GUI code I wrote in Ada, changing few types is way more involved to refactor than in C or C++ for example.
Anonymous 01/16/25(Thu)22:31:57 No.103925509
>>103924953
No need to use sokol_gfx over sdl3 gpu. i prefer cute_framework over raylib, it's a lot more powerful and flexible while still having a similarly high level api to raylib
Anonymous 01/16/25(Thu)22:39:26 No.103925546
ygg-011625
>>103917491
Changing a tile would just be updating a dictionary key, and instantiating an instance of your objects at that tile would be like any other object. I wouldn't know why this would be considered expensive? Even if you were rendering 100x100 tiles and moving on the axis you would only need to load 100 tiles at a time. Additionally some other techniques come to mind but I'll stop here.
Anonymous 01/16/25(Thu)22:41:19 No.103925553
>>103925546
Tell me about the numbers of the debugging panel, what do the mean?
Anonymous 01/16/25(Thu)22:53:24 No.103925618
ygg-user-input-handler
>>103925553
Sure, the numbers are for the assigned "action id" for an "action", eg: test_spell. An action is mapped to a function or class method as needed, and can then be assigned to a keyboard event id. This allows me to map the actions to keyboard events, or multiple keyboard events to an action, eg: I want multiple keys to move, like WASD and UP,DOWN,LEFT,RIGHT arrows. They could be omitted from this panel visibly, it is a result of me printing the {key:value} pair directly to a string.
Anonymous 01/16/25(Thu)23:19:25 No.103925785
>>103919162
>Did you steal all the heroes graphics?
>NGMI
It's fine using placeholders, and seeing the game with the actual sprites may be more motivating to work on than seeing actual "programmer graphics" placeholders. Also when you use actual sprites, you can then later narrow down the number of sprites you will need in a final version that you will want to commission. Absolutely nothing wrong with using "stolen" sprites during early development to get things going.
Anonymous 01/16/25(Thu)23:49:42 No.103925960
>>103920360
I have thinking how I can steal this myself, but I don't really like borders in general
Anonymous 01/17/25(Fri)01:08:35 No.103926460
AAAAAA NOOOOOO I CAN FEEL MY DEV POWERS BEING SIPHONED AWAY

DAMN YOU SATAN
Anonymous 01/17/25(Fri)01:12:24 No.103926486
1732254734524668
>>103926460
I told you bro, I told you not to fap
Anonymous 01/17/25(Fri)01:30:00 No.103926614
How do you manage your spritesheet to get the data of each frame out of it with the hitbox ? do you encode everything by hand or did you made a tool ?
Anonymous 01/17/25(Fri)01:35:17 No.103926654
>>103926614
Make a tool if it's important like you're making a fighting game
Anonymous 01/17/25(Fri)01:38:52 No.103926682
if trimsheets only tile along one axis then how tf do you see enter scenes textured with a single trimsheet
Anonymous 01/17/25(Fri)01:56:54 No.103926844
1718356443106484
a tactics ogre style game where you play as adolf hitler on a quest to discover what it really means to be himself
Anonymous 01/17/25(Fri)02:03:22 No.103926879
ygg-011625-2
new knife
Anonymous 01/17/25(Fri)02:05:26 No.103926892
>>103926844
Wasn't the entire premise of Final Fantasy Tactics that you should question historians?
Anonymous 01/17/25(Fri)04:04:30 No.103927546
fff-317-long-pf-after
>>103923496
>wouldn't it be more feasable to run two parallel searches from each end of the path?
Yes but you could spend that time computing other paths.
>or even precalc chokepoints and then you fill-compute a route with way less individual searches?
Some people do that https://factorio.com/blog/post/fff-317
Anonymous 01/17/25(Fri)04:08:14 No.103927560
61500_screenshots_knock knock
>>103925960
Try stealing this then.
Anonymous 01/17/25(Fri)04:10:53 No.103927572
>>103926844
sounds good, but you need to warp the name into rudolph diddler of something
Anonymous 01/17/25(Fri)04:17:48 No.103927630
>>103927572
It's sad how in the 90s games could include Hitler as a joke character and people laughed, but now it's questionable if you could even include him in a historically accurate WW2 simulator without being accused of being a nazi.
Anonymous 01/17/25(Fri)04:19:07 No.103927639
>>103927560
is this some kind of fire emblem game?
Anonymous 01/17/25(Fri)04:23:27 No.103927665
>>103927639
No, it is age of wonder, it's closer to HoMM than FE.
Anonymous 01/17/25(Fri)04:33:42 No.103927719
Untitled
>Point1 + Direction1
>Point2
How can I tell the angle at which Point2 is sitting from Point1's position?
Anonymous 01/17/25(Fri)04:34:39 No.103927724
>>103927719
anon, you should have learned this in elementary school
Anonymous 01/17/25(Fri)04:39:06 No.103927753
>>103927719
The time it took you to take the screenshot and create this post, you could've googled or asked AI and would've solved the problem. But here you are, retarded as ever
Anonymous 01/17/25(Fri)04:40:55 No.103927763
1736432829896521
>>103927719
>How can I tell the angle at which Point2 is sitting from Point1's position?
some ESL posts are just incomprehensible
Anonymous 01/17/25(Fri)04:41:07 No.103927766
>>103927719
just say that you're starved for social interation on a mongolian basket weaving forum
Anonymous 01/17/25(Fri)04:42:32 No.103927776
>Don't post game
>Don't post engine
>Don't post source
>Don't share code
>"Hurr durr what is google muh friend"
What the fuck are you doing here, to mock people who try?
Anonymous 01/17/25(Fri)04:45:36 No.103927794
Anonymous 01/17/25(Fri)04:46:16 No.103927797
1707774941602499
>>103927776
Anon, I'm sorry this is happening to you but maybe you should download some children's math pdfs and do the homework problems.
Anonymous 01/17/25(Fri)04:46:33 No.103927798
>>103927794
if you cant look up trivial shit like that, then you're better off becoming a welder
Anonymous 01/17/25(Fri)04:46:51 No.103927800
>To smart to know not to write messy code and practices
>Too dumb and lazy to write the clean code
>End up writing no code.
Every day. How do i break this and just hack my way to some sort of code.
Also should add
>Too many systems i want to make
>Some systems require others
>The fundamental ones are most boring
>End up doing none of them
Anonymous 01/17/25(Fri)04:50:51 No.103927822
1713973110719969
>>103927797
>I'm sorry this is happening to you
Anonymous 01/17/25(Fri)05:14:47 No.103927968
>>103927800
stop finding excuses and just start doing something.
I just turn off my brain and do what I have to do.
Anonymous 01/17/25(Fri)05:16:20 No.103927976
answer
>>103927794
>>103927719
FINE
open a highschool math book
Anonymous 01/17/25(Fri)05:22:17 No.103928014
>>103927976
just use ATan2 you idiot
Anonymous 01/17/25(Fri)05:24:43 No.103928027
>>103928014
>just call function without understanding anything
hello webdev
Anonymous 01/17/25(Fri)05:26:06 No.103928036
>>103928027
Ok, understand ATan2 and then use it
Anonymous 01/17/25(Fri)05:27:20 No.103928042
1737082301114585
>>103928036
I'm pretty sure atan2 doesn't even give you the same answer unless one of those vectors are parallel to the x-axis btw
Anonymous 01/17/25(Fri)05:28:47 No.103928051
>>103928042
Ok you're "pretty sure" that the function everyone uses to answer the exact problem that guy is having doesn't work, your opinion here clearly holds a lot of weight, maybe we should all rethink things
Anonymous 01/17/25(Fri)05:33:59 No.103928088
hmm
>>103928051
hmmmm do i smell webdev
Anonymous 01/17/25(Fri)05:35:08 No.103928100
>>103928088
no but I definitely smell an idiot who doesn't know what he's talking about
Anonymous 01/17/25(Fri)05:37:56 No.103928119
>>103928100
show your work then

p1 = (2,3)
p2 = (18, -7)
d = (1,-1)
Anonymous 01/17/25(Fri)05:39:36 No.103928130
>>103928119
What work? Like a game I've made that uses ATan2 to get the angle between two points?
Anonymous 01/17/25(Fri)05:46:27 No.103928170
angle
>>103928130
no, use atan2 to get the angle here
Anonymous 01/17/25(Fri)05:51:28 No.103928211
>>103928170
translate it so the blue point is 0,0, subtract green from red or red from green, ATan2(-y,x)
Anonymous 01/17/25(Fri)05:54:21 No.103928227
>>103928211
so you don't in fact just use atan2
curious :)
Anonymous 01/17/25(Fri)05:54:58 No.103928231
>>103928227
Are you fucking retarded?
Anonymous 01/17/25(Fri)05:58:57 No.103928251
>>103928231
it almost sounds like you translated to align with the x-axis? :)
Anonymous 01/17/25(Fri)05:59:59 No.103928257
Anonymous 01/17/25(Fri)06:01:14 No.103928261
>>103903659
>I'm writing a game in C
But why?
Anonymous 01/17/25(Fri)06:02:15 No.103928264
>>103928257
and >>103928042 >>103928088
that's precisely what I said
Anonymous 01/17/25(Fri)06:02:55 No.103928266
>>103928264
how does this affect your usage of the function in any way?
Anonymous 01/17/25(Fri)06:05:48 No.103928280
>>103928088
u right lil niga you would need to use atan2 twice and subtract one from the other to get the signed difference angle

other option is to normalize both vectors and take the arccos of their dot product to get the smallest unsigned angle difference

i dunno why people think you can solve it with a single atan2, it's a pretty good troll move honestly but that's not going to give the right answer.

I also recall a really nice stackoverflow page for this problem that has tons more ways to solve it
Anonymous 01/17/25(Fri)06:06:22 No.103928281
>>103928261
not him
but why do you use visual studio?
Anonymous 01/17/25(Fri)06:07:03 No.103928286
just ignore the retard why are you replying to him
Anonymous 01/17/25(Fri)06:08:10 No.103928292
>>103928266
are you that dense?
did you seriously not even take a single math class in high school?
go and google "angle between two vectors"
seriously do it
I mean you can't have finished high school or you would have been taught this
Anonymous 01/17/25(Fri)06:09:49 No.103928303
>>103928292
yeah you already posted that
what point are you trying to make
Anonymous 01/17/25(Fri)06:11:15 No.103928311
Anonymous 01/17/25(Fri)06:12:24 No.103928318
>>103928280
You actually CAN do it in a single atan2.
You need to use one vector to make rotation matrix (simple multiplications, no trigonometric functions needed) and transform the other, then put it into atan2 subtract 90.
This thread is fucking embarrassing to read.
Anonymous 01/17/25(Fri)06:14:34 No.103928325
>>103928318
LMAO yeah where you gonna get the angle for the rotation matrix homie, from your tiny dick hole?
Anonymous 01/17/25(Fri)06:15:05 No.103928329
>>103928318
atan2 niggas really are brain dead
Anonymous 01/17/25(Fri)06:15:14 No.103928331
>>103928325
You don't need an angle. You already have all you need.
Anonymous 01/17/25(Fri)06:15:55 No.103928336
>>103928329
I'm sure you haven't actually heard about ATan2 since it was brought up in this thread
Anonymous 01/17/25(Fri)06:17:43 No.103928345
>>103928292
not him, but funnily enough trigonometry is literally the only subject i got 100% in in high school, but i still couldn't tell you off the top of my head the answer. i finished high school 19 years ago. i'm sure i can find the answer quite quickly, but keep in mind not all of us are in high school or have just finished it
Anonymous 01/17/25(Fri)06:19:35 No.103928359
>>103928331
oh okay you right but you still need to normalize the vectors to create the matrix
Anonymous 01/17/25(Fri)06:23:07 No.103928382
>>103928345
you'll get it quickly enough
you just have to mess about with pen and paper a little bit and maybe look up one thing you forgot
just keep jogging that noggin
Anonymous 01/17/25(Fri)06:28:51 No.103928414
>>103928382
it's just being lazy on my part. i do 3D CAD for work, not video games/programming, so most of the underlying math is handled by the CAD software, i just have to know what will produce the result i want, but the CAD software will do most of the math
it's hard to quantify how much what i learned in high school helps with it, it probably did in some unconscious capacity
Anonymous 01/17/25(Fri)06:38:49 No.103928473
>>103928414
for gamedev knowing math usually helps when you want to prototype some new stuff you think might be cool
for example if you are good at math you might intuitively know how to simulate some cloth or something, and then just try writing up an iterative constraint solver
but the tard bad at math will have to watch 5 youtube videos and ends up copying some stack overflow crap and installing some third-party library to do the same
Anonymous 01/17/25(Fri)06:40:02 No.103928480
>>103928473
For gamedev math is a niche
Anonymous 01/17/25(Fri)06:40:34 No.103928485
>>103928382
>>103928414
to be fair, i can off the top of my head give /an/ answer, where it's efficient in terms of programming is another question
namely, measure how far the target point is along the vector and tangent to the vector to find the opposite and adjacent distances/lengths of a right angle triangle, but i forget how to work out the angle from these
so basically, i remember how to start working it out, but the specifics i'd have to look up again. there's probably more to consider with a video game as well, like if the vector in question isn't aligned with the game's internal grid, that might require additional consideration
>>103928473
it would certainly be an additional challenge if if you haven't the faintest idea how to start solving a math problem
Anonymous 01/17/25(Fri)06:42:50 No.103928494
>>103928485
s/tangent/perpendicular/
i'm a bit drunk atm as well, so excuse my typos
Anonymous 01/17/25(Fri)06:44:42 No.103928512
>>103928359
Atan2 doesn't care about lengths so you can do it without normalizing.
Anonymous 01/17/25(Fri)06:46:32 No.103928520
Anonymous 01/17/25(Fri)06:47:35 No.103928523
>>103928520
how long are you going to cope and seethe about atan2
Anonymous 01/17/25(Fri)06:48:12 No.103928525
>>103928520
Thanks for proving my statement.
Anonymous 01/17/25(Fri)06:52:22 No.103928551
GB-tiles
Making a small game in GB Studio for fun (picrel), but what would be a good engine to use if I want to make an actual game that people might enjoy playing?
I don't want to fiddle fuck around with single things like main the character animate only while walking, but appear to be standing still when idle. In GB Studio I had to drop an invisible actor and attach an update script just to animate the character properly. If thing like this which have been done thousands of times can be easily applied, that would be great. I want to focus on designing a game and don't want to reinvent the wheel.
The game is nothing fancy:
>emphasis would be on gameplay over graphics
>need to be able to design menus advanced enough to simulate things like a scheduling app or auction website bidding
>overworld map can be a menu of items representing locations on the map like Super Mario World
>the actual levels will be mini games which may include top-down RPG/adventure style, side scrollers, 3D first person or third person, I don't know what exactly and I want to include a variety because the levels are just meant to be a fun break from the more serious strategy aspect of the game
>>103928281
ackshully I run arch linux
Anonymous 01/17/25(Fri)06:53:33 No.103928559
>>103928512
ok also true but then it's a rotation + scale matrix if you are pedantic about it
Anonymous 01/17/25(Fri)06:56:35 No.103928577
>>103928551
>GB Studio
Why does everyone refuse to learn programming?
Anonymous 01/17/25(Fri)06:57:45 No.103928586
>>103928577
Where is your game?
Anonymous 01/17/25(Fri)07:01:16 No.103928611
Anonymous 01/17/25(Fri)07:02:41 No.103928623
>>103928611
No talking to you, Nadella.
Anonymous 01/17/25(Fri)07:09:03 No.103928655
>>103928551
>ackshully I run arch linux
then why dont you use windows?
Anonymous 01/17/25(Fri)07:20:48 No.103928722
>>103928611
Sup Markus
Anonymous 01/17/25(Fri)07:42:17 No.103928828
Chipmunk vs Box2D in the year of our Lord 2025?

And if you're using trig functions, you've fucked up. Learn2Vector
Anonymous 01/17/25(Fri)07:43:26 No.103928833
>>103928828
If you're dealing with angles you're using trig functions
Anonymous 01/17/25(Fri)07:49:48 No.103928862
>>103928833
That's why you avoid angles
Anonymous 01/17/25(Fri)07:56:29 No.103928903
>>103928862
good luck with that
Anonymous 01/17/25(Fri)08:11:19 No.103929008
Anonymous 01/17/25(Fri)09:24:27 No.103929584
New thread
Frosch !!QxG8tdNNBUC 01/17/25(Fri)09:32:26 No.103929660
Anonymous 01/17/25(Fri)09:35:04 No.103929697
>>103929660
fuck off tripfag
Frosch !!QxG8tdNNBUC 01/17/25(Fri)09:35:50 No.103929704
>>103929697
Fuck on nameless one.
Anonymous 01/17/25(Fri)09:40:46 No.103929746
>>103929704
kys go to reddit if you want a fucking "User"
this is an anonymous board with anonymous culture you fucking swine
Frosch !!QxG8tdNNBUC 01/17/25(Fri)09:47:16 No.103929803
>>103929746
Having a tripcode is well within the 4chan culture. It's a feature of the website. Maybe you should learn how to use other image board websites that don't use tripcodes so you can stop making yourself upset.