/gedg/ - Game and Engine Development General
Anonymous 01/20/25(Mon)04:04:54 | 335 comments | 37 images | ๐ Locked
Why did you let it die? Fuck you, this is all you get today.
Anonymous 01/20/25(Mon)04:05:48 No.103965428
>>103959502
>c# bros... dont tell the other langs about our embarrassing gc times please )': (6% of the frame budget at 120 fps)
Now post your memory usage, fellow rider enjoyer.
>c# bros... dont tell the other langs about our embarrassing gc times please )': (6% of the frame budget at 120 fps)
Now post your memory usage, fellow rider enjoyer.
Anonymous 01/20/25(Mon)04:07:24 No.103965435
Anonymous 01/20/25(Mon)04:08:35 No.103965438
>>103965435
I'm just curious how much is he allocating every tick.
I'm just curious how much is he allocating every tick.
Anonymous 01/20/25(Mon)04:11:09 No.103965454
>>103965424
/gedg/ is not needed now you can just create games with AI.
/gedg/ is not needed now you can just create games with AI.
Anonymous 01/20/25(Mon)04:12:23 No.103965465
>>103965438
local variables aren't even garbage collected so he'd have to be doing something double retarded like allocating memory every single frame
local variables aren't even garbage collected so he'd have to be doing something double retarded like allocating memory every single frame
Anonymous 01/20/25(Mon)04:14:27 No.103965477
>>103965454
Yeah, but we need help running the ai
Yeah, but we need help running the ai
Anonymous 01/20/25(Mon)04:18:33 No.103965498
>>103965465
>he'd have to be doing something double retarded like allocating memory every single frame
Maybe is not that retarded if the GC can take it or your third party lib does it and you can't control it. I don't know, people like to talk a lot about GC without actual experience, this anon can enlighten use.
>he'd have to be doing something double retarded like allocating memory every single frame
Maybe is not that retarded if the GC can take it or your third party lib does it and you can't control it. I don't know, people like to talk a lot about GC without actual experience, this anon can enlighten use.
Anonymous 01/20/25(Mon)04:20:47 No.103965509
>>103965498
allocating memory is slow, if you're allocating every frame you're doing something wrong, period
allocating memory is slow, if you're allocating every frame you're doing something wrong, period
Anonymous 01/20/25(Mon)04:21:26 No.103965513
>>103965498
nobody has ever had a single positive experience with GC
>>103965509
allocating memory is very fast, but I'm not a retard.
nobody has ever had a single positive experience with GC
>>103965509
allocating memory is very fast, but I'm not a retard.
Anonymous 01/20/25(Mon)04:26:48 No.103965542
Post your game not using OOP and GC, and I'll post the list of games using them. I'm waiting.
Nodev speaking is so tiresome. You like to waste time of shit the GC could do for you, good, don't pretend you are doing anyone a favor.
Nodev speaking is so tiresome. You like to waste time of shit the GC could do for you, good, don't pretend you are doing anyone a favor.
Anonymous 01/20/25(Mon)04:36:49 No.103965579
>>103965424
Why do inexperienced devs (usually first timers) insist on making a 3d game?
Why do inexperienced devs (usually first timers) insist on making a 3d game?
Anonymous 01/20/25(Mon)04:53:38 No.103965672
>>103965579
Why do nocoders insist that adding one more scalar to vectors and one more row/column to matrices makes the identical, fundamental math equations harder to comprehend?
Why do nocoders insist that adding one more scalar to vectors and one more row/column to matrices makes the identical, fundamental math equations harder to comprehend?
Anonymous 01/20/25(Mon)04:54:13 No.103965676
>>103965579
"first timer" who wants to make a 3D game here.
It's because 2D indie games are an oversaturated market.
"first timer" who wants to make a 3D game here.
It's because 2D indie games are an oversaturated market.
Anonymous 01/20/25(Mon)04:54:57 No.103965679
>>103965509
'allocating memory' is fast in gcd languages
>if you're allocating every frame you're doing something wrong, period
t. has never programmed in his life
'allocating memory' is fast in gcd languages
>if you're allocating every frame you're doing something wrong, period
t. has never programmed in his life
Anonymous 01/20/25(Mon)04:56:37 No.103965690
>>103965676
You are not going to have more luck with 3D either. Besides, I wouldn't be concerned about the market if I don't even know how to make a 2D game. Anyway, good luck to you anon.
You are not going to have more luck with 3D either. Besides, I wouldn't be concerned about the market if I don't even know how to make a 2D game. Anyway, good luck to you anon.
Anonymous 01/20/25(Mon)05:00:13 No.103965705
>>103965679
language doesn't affect this at all
language doesn't affect this at all
Anonymous 01/20/25(Mon)05:12:24 No.103965779
been working on a thing
this is from a few days ago, now it can draw a minimap too
it runs ok. it can run on a potato, even in termux on my phone, but only at a significantly lower res than in that video
i don't really know where i'm going to take it, i have maybe a handful of half baked ideas for games. i still can't do anything other than walls, but i can do dynamic walls and dynamic colours and collisions and stuff, which might be enough for some simple games
i've also been toying with generating sound samples in bash to pipe to aplay. the perf i'm getting is definitely good enough, but i don't know what i'm doing there either, and i have even fewer ideas on what to do with sound either
gib ideas plz
this is from a few days ago, now it can draw a minimap too
it runs ok. it can run on a potato, even in termux on my phone, but only at a significantly lower res than in that video
i don't really know where i'm going to take it, i have maybe a handful of half baked ideas for games. i still can't do anything other than walls, but i can do dynamic walls and dynamic colours and collisions and stuff, which might be enough for some simple games
i've also been toying with generating sound samples in bash to pipe to aplay. the perf i'm getting is definitely good enough, but i don't know what i'm doing there either, and i have even fewer ideas on what to do with sound either
gib ideas plz
Anonymous 01/20/25(Mon)05:14:57 No.103965796
Anonymous 01/20/25(Mon)05:18:29 No.103965825
>>103961596
What's RAII ever done to you, Frosch?
What's RAII ever done to you, Frosch?
Anonymous 01/20/25(Mon)05:24:51 No.103965878
>>103965796
that's a cool blogpost that I didn't read, but allocation is always cheap on my machine
that's a cool blogpost that I didn't read, but allocation is always cheap on my machine
Anonymous 01/20/25(Mon)05:24:56 No.103965880
>>103965542
I don't need a garbage collector, RAII handles it.
I don't need a garbage collector, RAII handles it.
Anonymous 01/20/25(Mon)05:25:56 No.103965892
>>103965825
He's a C-using (aka, retarded) nodev attention whore and possibly a tranny.
He's a C-using (aka, retarded) nodev attention whore and possibly a tranny.
Anonymous 01/20/25(Mon)05:28:05 No.103965907
>>103965880
Who is talking about you?
Who is talking about you?
Anonymous 01/20/25(Mon)05:36:56 No.103965985
Anonymous 01/20/25(Mon)05:37:21 No.103965989
Knockouts implemented. Recording it was so hard because this rat caught me all the time. AI has several levels of alert, and on medium and above it will have 360ยบ vision on, so you need to approach it from behind will it is unaware. Only then you can knockout the bastard.
Anonymous 01/20/25(Mon)05:45:23 No.103966051
>>103965542
Lots of games are made in C++ you know
Lots of games are made in C++ you know
Anonymous 01/20/25(Mon)05:52:49 No.103966105
>>103966051
The problem here are nodevs obsessed with managed languages. If you are making another 3D prototype in C++ congratulations, just don't sperg because people finish their games using lua or gamemaker.
The problem here are nodevs obsessed with managed languages. If you are making another 3D prototype in C++ congratulations, just don't sperg because people finish their games using lua or gamemaker.
Anonymous 01/20/25(Mon)06:05:57 No.103966175
Just write in Zig, you have no GC, you have a defer statement to run cleanup code upon exiting the current block, you have an errdefer statement to run cleanup code only if the current function ends up returning an error, you have an arena allocator that you can use to deallocate memory after every tick at once (or just mark it as free for reuse without actually calling system allocator's free).
Anonymous 01/20/25(Mon)06:06:04 No.103966176
Anonymous 01/20/25(Mon)06:07:35 No.103966193
>>103966175
Odin is better than Zig
Odin is better than Zig
Anonymous 01/20/25(Mon)06:10:04 No.103966208
>>103966175
>unused variables are compiler errors
>devs are extremely against removing this
dropped that language after writing 5 loc
wait for jai or use odin
>unused variables are compiler errors
>devs are extremely against removing this
dropped that language after writing 5 loc
wait for jai or use odin
Anonymous 01/20/25(Mon)06:14:42 No.103966229
>>103966193
I don't like it at all personally
>>103966208
This isn't even a real problem, the fact that Zig's language server barely works is way worse
I don't like it at all personally
>>103966208
This isn't even a real problem, the fact that Zig's language server barely works is way worse
Anonymous 01/20/25(Mon)06:29:11 No.103966307
>>103965542
you like to waste player's time instead, I hope you expect to be paid $60 for your 2D slop that doesn't deserve to be bought even for $3.99
you like to waste player's time instead, I hope you expect to be paid $60 for your 2D slop that doesn't deserve to be bought even for $3.99
Anonymous 01/20/25(Mon)06:29:34 No.103966310
ok but unironically
how come there is still no better language than C++ for game dev?
how come there is still no better language than C++ for game dev?
Anonymous 01/20/25(Mon)06:30:41 No.103966313
>103965985
C-using retard detected. You will never ship a game.
C-using retard detected. You will never ship a game.
Anonymous 01/20/25(Mon)06:33:26 No.103966327
>narcissist nocoder that never shipped a game needs to project his incompetence on a guy who already shipped multiple games, all while being unable to reply correctly due to the butthurt
Anonymous 01/20/25(Mon)06:34:26 No.103966334
If any of you fags were actually shipping 3D games, you wouldn't be writing your own game engine. It's just a waste of time.
Anonymous 01/20/25(Mon)06:39:25 No.103966360
>>103966334
>writing own game engine
how many times will I have to repeat that you don't write "engine", it's not a car you little retarded nigger monkey, you just write a while loop and shuffle some triangles in buffers to display things to the user, it's not rocket science, kill yourself you pathetic, worthless, inbred mouthbreathing subhuman tranimal.
>writing own game engine
how many times will I have to repeat that you don't write "engine", it's not a car you little retarded nigger monkey, you just write a while loop and shuffle some triangles in buffers to display things to the user, it's not rocket science, kill yourself you pathetic, worthless, inbred mouthbreathing subhuman tranimal.
Anonymous 01/20/25(Mon)06:40:17 No.103966369
>>103966310
I'd say C# is better overall but C++ is more essential
I'd say C# is better overall but C++ is more essential
Anonymous 01/20/25(Mon)06:41:25 No.103966377
>>103966360
please be mindful of the quality of your posts
please be mindful of the quality of your posts
Anonymous 01/20/25(Mon)06:42:13 No.103966383
>>103966360
>you just write a while loop and shuffle some triangles in buffers to display things to the user
And doing that is a massive waste of time if you actually want to ship 3D games that people will play. Which part do you not understand?
>you just write a while loop and shuffle some triangles in buffers to display things to the user
And doing that is a massive waste of time if you actually want to ship 3D games that people will play. Which part do you not understand?
Anonymous 01/20/25(Mon)06:42:34 No.103966385
>>103966377
I hope you're pushing out a new game every 3 months, because if not, it seems like having a "prebuilt game engine" didn't save any time at all.
I hope you're pushing out a new game every 3 months, because if not, it seems like having a "prebuilt game engine" didn't save any time at all.
Anonymous 01/20/25(Mon)06:43:36 No.103966389
>>103966383
Since you spent over a decade tinkertrannying with Unity and still haven't released a single game, I'm inclined to believe you.
Since you spent over a decade tinkertrannying with Unity and still haven't released a single game, I'm inclined to believe you.
Anonymous 01/20/25(Mon)06:43:57 No.103966392
>>103966385
???
???
Anonymous 01/20/25(Mon)06:44:45 No.103966397
What's the best IDE for C++ on Windows?
Visual Studio or CLion?
Visual Studio or CLion?
Anonymous 01/20/25(Mon)06:45:49 No.103966404
>>103966383
I don't really care if people will play it or not. What's matter is to make something that I want to make. This business is "winner take it all", there's a very little chance to make any profit from it.
I don't really care if people will play it or not. What's matter is to make something that I want to make. This business is "winner take it all", there's a very little chance to make any profit from it.
Anonymous 01/20/25(Mon)06:48:56 No.103966422
Anonymous 01/20/25(Mon)06:49:07 No.103966424
Game jams produce very high quality games when people are told that they only have 48 or 72 hours to finish it. Some people in those jams don't use a prebuilt engine, and it doesn't stop them.
People who use prebuilt engines still use all the time they get. Prebuilt engine making it easier and faster to build a game is a fallacy, it's only complacency. Biggest problem with modern games is nocoders implement every feature under the sun in their shitty 2D no-game and they spend years working on them just to provide a sub-par sub 100 hour gameplay experience when a gamejam game has basically 1:1 ratio of dev time and player time spent on the game, lmao.
Clearly, limitation breeds innovation, and since no retard is limited by modern engines, we see that this thread is bare like my fields of fucks to give about nocoder screeching.
People who use prebuilt engines still use all the time they get. Prebuilt engine making it easier and faster to build a game is a fallacy, it's only complacency. Biggest problem with modern games is nocoders implement every feature under the sun in their shitty 2D no-game and they spend years working on them just to provide a sub-par sub 100 hour gameplay experience when a gamejam game has basically 1:1 ratio of dev time and player time spent on the game, lmao.
Clearly, limitation breeds innovation, and since no retard is limited by modern engines, we see that this thread is bare like my fields of fucks to give about nocoder screeching.
Anonymous 01/20/25(Mon)06:50:24 No.103966435
>>103966397
Visual Studio
Visual Studio
Anonymous 01/20/25(Mon)06:50:46 No.103966439
>>103966424
>limitation breeds innovation
Having to program your own engine isn't a limitation, it's just you taking more time to achieve the same result
Also game jam games aren't good, at all
>limitation breeds innovation
Having to program your own engine isn't a limitation, it's just you taking more time to achieve the same result
Also game jam games aren't good, at all
Anonymous 01/20/25(Mon)06:52:13 No.103966451
You will discuss any little shit just to avoid posting your game.
Anonymous 01/20/25(Mon)06:55:01 No.103966468
Ultimately you can use any language for your game, but imo you must accept one thing: aliased mutation is the root of all evil. If you're mutating some state, you must have only one pointer in existence that is used to mutate that state at any given time, even if your game is completely single-threaded
Anonymous 01/20/25(Mon)06:56:02 No.103966480
>>103966468
you're just posting garbage
you're just posting garbage
Anonymous 01/20/25(Mon)07:04:06 No.103966525
>>103966451
This is what happens when threads are permanently up on this site. They turn into shitposting chatrooms instead of people talking about the thread topic.
Make the thread only twice a week and this won't happen.
This is what happens when threads are permanently up on this site. They turn into shitposting chatrooms instead of people talking about the thread topic.
Make the thread only twice a week and this won't happen.
Anonymous 01/20/25(Mon)07:06:09 No.103966535
>>103966525
you're free to leave, nobody will miss you
you're free to leave, nobody will miss you
Anonymous 01/20/25(Mon)07:34:54 No.103966804
>add hdr10 support
>cant test it because i dont have any hdr10 monitors
>cant test it because i dont have any hdr10 monitors
Anonymous 01/20/25(Mon)07:38:39 No.103966842
>>103966804
Has HDR proven itself to not be a short-lived meme (like 3D monitors were) yet?
Has HDR proven itself to not be a short-lived meme (like 3D monitors were) yet?
Anonymous 01/20/25(Mon)07:46:36 No.103966917
Is there a book on writing an ECS implementation? I just don't get it, how the fuck do I implement queries?
Anonymous 01/20/25(Mon)07:49:35 No.103966946
>>103966917
If you have to ask you shouldn't be doing it
If you have to ask you shouldn't be doing it
Anonymous 01/20/25(Mon)07:54:14 No.103966981
>>103966917
Define query. And not, I'm not aware of a book that will teach you how to do it.
Define query. And not, I'm not aware of a book that will teach you how to do it.
Anonymous 01/20/25(Mon)08:03:16 No.103967063
>>103966842
i have no idea, if it was as good as they made it out to be, then surely it would be the default for monitors now
i have no idea, if it was as good as they made it out to be, then surely it would be the default for monitors now
Anonymous 01/20/25(Mon)08:04:10 No.103967075
>>103966917
do hierarchical node-based architecture until you have need of ECS. "Data-driven architecture" might give you more hit on searches for literature.
>Queries
You want callbacks instead
do hierarchical node-based architecture until you have need of ECS. "Data-driven architecture" might give you more hit on searches for literature.
>Queries
You want callbacks instead
Anonymous 01/20/25(Mon)08:11:14 No.103967137
When are you adding modding support into your game, anon?
Anonymous 01/20/25(Mon)08:12:04 No.103967147
I need 7 distinct dungeon generating algorithms for a 2D grid layout.
So far I've got Drunken Walk (with multiple drunks)
Ideas?
So far I've got Drunken Walk (with multiple drunks)
Ideas?
Anonymous 01/20/25(Mon)08:14:48 No.103967175
>>103967137
when? from the beginning
when? from the beginning
Anonymous 01/20/25(Mon)08:29:03 No.103967279
>>103967147
wave function collapse
wave function collapse
Anonymous 01/20/25(Mon)08:48:42 No.103967456
>>103967175
how did you do it?
how did you do it?
Anonymous 01/20/25(Mon)09:13:23 No.103967676
>>103966468
I'm an unironic hardcore rustfag, and even I disagree about that as a general statement.
I'm an unironic hardcore rustfag, and even I disagree about that as a general statement.
Anonymous 01/20/25(Mon)09:36:36 No.103967866
Anonymous 01/20/25(Mon)09:55:57 No.103968045
What's the downside of writing a game in Go? Its GC is dogshit, but at least it's low latency and you can avoid memory allocations pretty effectively most of the time either way
Anonymous 01/20/25(Mon)10:03:27 No.103968127
https://hytale.com/news/2024/6/summer-2024-technical-explainer-hytale-s-entity-component-system-oPwpCAMdI
>uses ECS
>is in development hell for 7+ years
pottery
>uses ECS
>is in development hell for 7+ years
pottery
Anonymous 01/20/25(Mon)10:06:51 No.103968162
>>103965424
Only Frosch (or that other namefag if I'm mistaken) makes good OP for /gedg/, once some retard even posted P in OP image, and it got properly deleted...
--
SoA vs AoS (structure of arrays versus array of structures) discussion:
SoA is usually faster than AoS because it can (ab)use SIMD for storing pointers to the data more efficiently, causing less cache misses, it's a fact that no one can deny.
But what about the code? I think it suffers from a lot of blocks of (re/de)allocate, making refactoring more painful because you need to change more code, instead of 1 line in structure.
Imagine that you have a structure of 1 'int count;' and 30 dynamic arrays, you have to 'realloc' each of them sequentially, them same work for 'free', instead of single 'realloc/free' for AoS.
Only Frosch (or that other namefag if I'm mistaken) makes good OP for /gedg/, once some retard even posted P in OP image, and it got properly deleted...
--
SoA vs AoS (structure of arrays versus array of structures) discussion:
SoA is usually faster than AoS because it can (ab)use SIMD for storing pointers to the data more efficiently, causing less cache misses, it's a fact that no one can deny.
But what about the code? I think it suffers from a lot of blocks of (re/de)allocate, making refactoring more painful because you need to change more code, instead of 1 line in structure.
Imagine that you have a structure of 1 'int count;' and 30 dynamic arrays, you have to 'realloc' each of them sequentially, them same work for 'free', instead of single 'realloc/free' for AoS.
Anonymous 01/20/25(Mon)10:08:18 No.103968184
Anonymous 01/20/25(Mon)10:16:54 No.103968270
Anonymous 01/20/25(Mon)10:30:54 No.103968427
>>103967866
>>103968391
Rust is literally just fine, maybe not for game dev, but it works perfectly fine as a general purpose language
>>103968391
Rust is literally just fine, maybe not for game dev, but it works perfectly fine as a general purpose language
Anonymous 01/20/25(Mon)10:32:01 No.103968439
>>103968427
Don't reply to jakshitters
Don't reply to jakshitters
Anonymous 01/20/25(Mon)10:33:19 No.103968449
>>103968427
Pust is a terrible language overall, it's like mixture of JavaScript and Haskell, falsely claiming it's SaFe.
Pust is a terrible language overall, it's like mixture of JavaScript and Haskell, falsely claiming it's SaFe.
Anonymous 01/20/25(Mon)10:33:27 No.103968452
>>103968427
A language with a GC would be a better general purpose language than Rust's autism
A language with a GC would be a better general purpose language than Rust's autism
Anonymous 01/20/25(Mon)10:35:15 No.103968475
>>103968452
GC languages are fine too, not saying anything against them, I use them myself when I don't want to bother
GC languages are fine too, not saying anything against them, I use them myself when I don't want to bother
Anonymous 01/20/25(Mon)10:49:35 No.103968608
Anonymous 01/20/25(Mon)11:52:35 No.103969186
>>103967147
Cellular automata
Cellular automata
Anonymous 01/20/25(Mon)12:08:53 No.103969348
>>103965428
in release mode there are no allocations per frame, so gc doesnt trigger. in the video im also using 'latency mode' for the gc which triggers the gc all the time to try and reduce gc pause times, seems 0.5 ms is the best you can get out of it. Im thinking it might be better to just have the gc trigger often to try and keep the pause times around 0.5 ms rather than wait and batch and maybe get a 1ms pause time or worse. its annoying how unpredictable it can get. i've seen the gc perform better when there are alot of allocations because the gc gets very defensive and starts working more, i really only care about max pause times not average.
Hoping the dotnet time start working more seriously on reducing gc times, Capcom are using c# for their scripting workloads in RE Engine for the resident evil games and they have a talk where they mention their custom GC, Frame GC. which can mange thousands of allocations per frame with hundreds of thousands of managed objects and max out at 0.2 ms pause times.
https://youtu.be/fc3avwM-oTE?t=1494
>>103965509
allocation are 'fast' in c# because of the gc, its not going to the OS, just grabbing an already set pointer in a buffer, memory already pre-zerod. Its the deallocations thats slow (: ...off course its better to not allocate and c# has a bunch of tools to avoid this. its kinda funny since alot of c# game devs are super defensive about allocations they might end up writing faster allocation code than some might in other langs [:
not trying to start a language war, the lang doesnt really matter for what im doing, i like c# for the tooling and such. Havent found a lower level lang with as nice of a workflow but hopefully someday something comes along.
in release mode there are no allocations per frame, so gc doesnt trigger. in the video im also using 'latency mode' for the gc which triggers the gc all the time to try and reduce gc pause times, seems 0.5 ms is the best you can get out of it. Im thinking it might be better to just have the gc trigger often to try and keep the pause times around 0.5 ms rather than wait and batch and maybe get a 1ms pause time or worse. its annoying how unpredictable it can get. i've seen the gc perform better when there are alot of allocations because the gc gets very defensive and starts working more, i really only care about max pause times not average.
Hoping the dotnet time start working more seriously on reducing gc times, Capcom are using c# for their scripting workloads in RE Engine for the resident evil games and they have a talk where they mention their custom GC, Frame GC. which can mange thousands of allocations per frame with hundreds of thousands of managed objects and max out at 0.2 ms pause times.
https://youtu.be/fc3avwM-oTE?t=1494
>>103965509
allocation are 'fast' in c# because of the gc, its not going to the OS, just grabbing an already set pointer in a buffer, memory already pre-zerod. Its the deallocations thats slow (: ...off course its better to not allocate and c# has a bunch of tools to avoid this. its kinda funny since alot of c# game devs are super defensive about allocations they might end up writing faster allocation code than some might in other langs [:
not trying to start a language war, the lang doesnt really matter for what im doing, i like c# for the tooling and such. Havent found a lower level lang with as nice of a workflow but hopefully someday something comes along.
Anonymous 01/20/25(Mon)12:10:19 No.103969362
Anonymous 01/20/25(Mon)12:12:12 No.103969381
>>103969348
How do you debug GC?
How do you debug GC?
Anonymous 01/20/25(Mon)12:17:44 No.103969443
>>103967147
https://www.roguebasin.com/index.php/Category:Maps
Or read up on dungeon generation strategies from specific roguelikes. I know Nethack has at least three (main dungeon, mines, Gehenna) and I think DCSS has a bunch for its various branches.
If you're okay with designing a bunch of pieces by hand:
https://nothings.org/gamedev/herringbone/
https://www.roguebasin.com/index.ph
Or read up on dungeon generation strategies from specific roguelikes. I know Nethack has at least three (main dungeon, mines, Gehenna) and I think DCSS has a bunch for its various branches.
If you're okay with designing a bunch of pieces by hand:
https://nothings.org/gamedev/herrin
Anonymous 01/20/25(Mon)12:18:11 No.103969449
>>103969362
Use case of rendering at 120 fps?
Use case of rendering at 120 fps?
Anonymous 01/20/25(Mon)12:42:14 No.103969701
I'm reading songs of syx source code, a city builder made in java which boasts the ability to perform pathfinding for more than 10k entities, and the source code is include in every release.
The engine does something weird, which is to pack a path into a single int array I suppose to save space by storing only the deltas in as few bits as possible. I suppose this is really needed for so many entities, but this is the first time I see something like this.
The engine does something weird, which is to pack a path into a single int array I suppose to save space by storing only the deltas in as few bits as possible. I suppose this is really needed for so many entities, but this is the first time I see something like this.
Anonymous 01/20/25(Mon)13:07:30 No.103969987
So what's the actual consensus on ECS here? I intuitively feel like ECS increases the difficulty of implementing game logic tenfold, but then how come it's shilled by everyone? How come Unity, and to a lesser degree, Unreal Engine decided to also hop on that train? Am I just a retarded 0.1xer or something?
Anonymous 01/20/25(Mon)13:09:41 No.103970003
>>103969987
its bait if you're making your own engine, it only works on big general purpose engines
its bait if you're making your own engine, it only works on big general purpose engines
Anonymous 01/20/25(Mon)13:12:35 No.103970032
>>103969987
It's very simple, there's a good video on it. Very good ECS can help you make a nice game (depending on lot of other factors).
Good (just good) ECS can break your game, so it's never finished, let alone average, bad or very bad ECS. Video in question:
https://www.youtube.com/watch?v=JxI3Eu5DPwE
It's very simple, there's a good video on it. Very good ECS can help you make a nice game (depending on lot of other factors).
Good (just good) ECS can break your game, so it's never finished, let alone average, bad or very bad ECS. Video in question:
https://www.youtube.com/watch?v=JxI
Anonymous 01/20/25(Mon)13:12:46 No.103970035
>>103969348
such soul in this game
such soul in this game
Anonymous 01/20/25(Mon)13:22:32 No.103970140
>>103970035
Name three (3) souls.
Name three (3) souls.
Anonymous 01/20/25(Mon)13:24:59 No.103970160
>>103970140
naraena, lijul, and mareis
naraena, lijul, and mareis
Anonymous 01/20/25(Mon)13:34:42 No.103970270
which opengl version to target in 2025
Anonymous 01/20/25(Mon)13:45:09 No.103970372
>>103970270
4.1 cuz apple is a whore.
4.1 cuz apple is a whore.
Anonymous 01/20/25(Mon)13:45:28 No.103970375
>>103969381
jetbrains rider has tools for finding allocations. if you wanna see the pause times run this code once per frame
https://pastebin.com/fkxpywb3
or this code for more info, including background gc timings, if youre compiling with AoT you have to enable this in csproj:
<EventSourceSupport>true</EventSourceSupport>
run by calling GCEventListener.StartTracking()
https://pastebin.com/heLhFpRK
jetbrains rider has tools for finding allocations. if you wanna see the pause times run this code once per frame
https://pastebin.com/fkxpywb3
or this code for more info, including background gc timings, if youre compiling with AoT you have to enable this in csproj:
<EventSourceSupport>true</EventSour
run by calling GCEventListener.StartTracking()
https://pastebin.com/heLhFpRK
Anonymous 01/20/25(Mon)13:50:43 No.103970432
>>103970270
vulkan
vulkan
Anonymous 01/20/25(Mon)13:50:55 No.103970435
>>103966397
CLion
CLion
Anonymous 01/20/25(Mon)13:54:22 No.103970477
>>103970270
This may be a bait, but I'll bite.
It's best to use OpenGL 3.0 if you target post-2015 GPUs, and 2.0 if you want your game to be played everywhere (GPU wise).
If you really need some extension, you can manually "bind" it with Xlib, RGFW or GLFW, but you don't need most of them.
Tip 1: You don't need GLAD or other extension loaders.
Tip 2: OpenGL won't die because Vulkan came out.
Tip 3: OpenGL 4.5 is basically 3.0 with few minor improvements.
Tip 4: Fuck Nipple(tm), and everyone who s*ill it here. For real.
>>103970432
Vulkan drivers are shit on Linux, and they're not supported for older GPUs, I have old StinkPad, can't properly run Vulkan.
OpenGL was good until micro soft (penis) and other p*jeets got into it's important roles, ruining it completely, so Khronos gets $s.
This may be a bait, but I'll bite.
It's best to use OpenGL 3.0 if you target post-2015 GPUs, and 2.0 if you want your game to be played everywhere (GPU wise).
If you really need some extension, you can manually "bind" it with Xlib, RGFW or GLFW, but you don't need most of them.
Tip 1: You don't need GLAD or other extension loaders.
Tip 2: OpenGL won't die because Vulkan came out.
Tip 3: OpenGL 4.5 is basically 3.0 with few minor improvements.
Tip 4: Fuck Nipple(tm), and everyone who s*ill it here. For real.
>>103970432
Vulkan drivers are shit on Linux, and they're not supported for older GPUs, I have old StinkPad, can't properly run Vulkan.
OpenGL was good until micro soft (penis) and other p*jeets got into it's important roles, ruining it completely, so Khronos gets $s.
Anonymous 01/20/25(Mon)13:57:09 No.103970502
Why is MSVC compiler so retarded?
Anonymous 01/20/25(Mon)13:58:40 No.103970514
>>103970502
do you know what the 1st 2 letters stand for?
do you know what the 1st 2 letters stand for?
Anonymous 01/20/25(Mon)14:14:48 No.103970667
How the fuck do I make a game without inheritance? I can only use interfaces, those can't have any data and can't have default implementations of methods. Unironically, what do??
Anonymous 01/20/25(Mon)14:16:46 No.103970685
>>103970667
For property data that I rarely access, I use dictionaries. For example, instead of making your vampire inherit from undead with the addition of an int bloodthirst; field, I have a Map<Entity, int> bloodthirst and I get the values from there.
For property data that I rarely access, I use dictionaries. For example, instead of making your vampire inherit from undead with the addition of an int bloodthirst; field, I have a Map<Entity, int> bloodthirst and I get the values from there.
Anonymous 01/20/25(Mon)14:20:38 No.103970727
>>103970667
composition, retard
composition, retard
Anonymous 01/20/25(Mon)14:39:45 No.103970898
Anonymous 01/20/25(Mon)14:43:37 No.103970928
No game, no (you).
Anonymous 01/20/25(Mon)14:49:21 No.103970955
You're writing your game using C++20 coroutines everywhere, r-right??
Anonymous 01/20/25(Mon)14:53:12 No.103970985
>>103970955
Naturally. I came across a Vulkan repo that only used modules.
Naturally. I came across a Vulkan repo that only used modules.
Anonymous 01/20/25(Mon)14:54:13 No.103970991
>>103970477
Post 2015 is OpenGL 4.6
Post 2015 is OpenGL 4.6
Anonymous 01/20/25(Mon)14:57:47 No.103971026
Anonymous 01/20/25(Mon)15:05:30 No.103971082
>>103971026
very very frightning
very very frightning
Anonymous 01/20/25(Mon)15:06:02 No.103971089
>>103968162
>SoA is usually faster than AoS because it can (ab)use SIMD for storing pointers to the data more efficiently, causing less cache misses, it's a fact that no one can deny.
Whether SoA or AoS is better/more cache friendly depends enterily on what data you have, what needs to be accessed and how its transformed.
Storing position x,y,z in different arrays would be retarded for example.
>SoA is usually faster than AoS because it can (ab)use SIMD for storing pointers to the data more efficiently, causing less cache misses, it's a fact that no one can deny.
Whether SoA or AoS is better/more cache friendly depends enterily on what data you have, what needs to be accessed and how its transformed.
Storing position x,y,z in different arrays would be retarded for example.
Anonymous 01/20/25(Mon)15:09:41 No.103971116
Bumping and death implemented. Tomorrow, I'll redo my entity ID and visibility system to poll friendly entity data too (I was just consuming enemies, but this won't do). And the most awaited change: actual tiles.
Anonymous 01/20/25(Mon)15:12:27 No.103971142
>>103971089
>Storing position x,y,z in different arrays would be retarded for example.
There was a presentation of someone who made a a nes clone if I recall correctly, and he explained why it made sense, but I don't recall what the game was, let's see if I find it.
>Storing position x,y,z in different arrays would be retarded for example.
There was a presentation of someone who made a a nes clone if I recall correctly, and he explained why it made sense, but I don't recall what the game was, let's see if I find it.
Anonymous 01/20/25(Mon)15:13:12 No.103971151
Not sure if it's relevant to this thread, but the biggest thing that is preventing me from making anything actually shippable is that I simply don't know how to make assets. Not 2D, not 3D and especially not music or sound effects, I can't do anything. Which creative skills specifically do you think I should learn to really start making games for real?
Anonymous 01/20/25(Mon)15:20:07 No.103971210
Anonymous 01/20/25(Mon)15:26:31 No.103971254
>>103971210
Well it doesn't explain much, but I think the justification is, if you use a struct with a funky size, finding the index of an object will require a multiplication unlike simple datatypes of one, two or four bytes which the compiler will convert into bit shifting. I read one of the optimizations compiler do is add padding for this reason, but then this would increase the size of the struct.
Well it doesn't explain much, but I think the justification is, if you use a struct with a funky size, finding the index of an object will require a multiplication unlike simple datatypes of one, two or four bytes which the compiler will convert into bit shifting. I read one of the optimizations compiler do is add padding for this reason, but then this would increase the size of the struct.
Anonymous 01/20/25(Mon)15:26:46 No.103971260
Just got SA1-style palette based lighting (as in, the dreamcast version's palette-based lighting engine described in https://dreamcastify.unreliable.network/index.php/lighting-downgrades/) working in GLSL in under an hour, hell yeah
Anonymous 01/20/25(Mon)15:29:24 No.103971282
>>103966208
It's funny, andrew is so certain of his "warnings shouldn't exist" philosophy that it means unused variables are an error.
He's now wanting to introduce "a class of errors that can be automatically fixed", so the compiler/formatter/whatever piece automatically inserts
It's funny, andrew is so certain of his "warnings shouldn't exist" philosophy that it means unused variables are an error.
He's now wanting to introduce "a class of errors that can be automatically fixed", so the compiler/formatter/whatever piece automatically inserts
_=variable;in the appropriate places if you want it to. This isn't implemented yet, of course.
Anonymous 01/20/25(Mon)15:31:49 No.103971300
Anonymous 01/20/25(Mon)15:34:39 No.103971331
>>103971300
I don't mean to be an attention whore.
I don't mean to be an attention whore.
Anonymous 01/20/25(Mon)15:38:28 No.103971372
Anonymous 01/20/25(Mon)15:41:21 No.103971405
>>103971372
that's when i finally call back your mom after she has been calling me for two days because she is horny
that's when i finally call back your mom after she has been calling me for two days because she is horny
Anonymous 01/20/25(Mon)15:44:10 No.103971434
Regionization now works, now I need to fix the smoothing of some ridges, and off I go to add some color variety and better water.
Anonymous 01/20/25(Mon)15:54:46 No.103971541
Converted my game to use Entt (both ECS and its signal system), as well as made it less object oriented. Objects are still used, but the code is not oriented around objects.
Also made it render in 3D.
Gained about 250 FPS.
Much more to optimize. Currently all the tiles are drawn seperatly. I want to make every chunk (32x32 tiles) generate its own texture.
Also made it render in 3D.
Gained about 250 FPS.
Much more to optimize. Currently all the tiles are drawn seperatly. I want to make every chunk (32x32 tiles) generate its own texture.
Anonymous 01/20/25(Mon)15:56:51 No.103971572
>>103971541
Currently tanks the performance when having a lot of chunks loaded at once.
Currently tanks the performance when having a lot of chunks loaded at once.
Anonymous 01/20/25(Mon)16:05:25 No.103971661
Anonymous 01/20/25(Mon)16:14:57 No.103971740
Which books to read for game engine design and for making graphics that don't suck?
Anonymous 01/20/25(Mon)16:16:26 No.103971756
>>103971740
Game Programming Patterns
Game Programming Patterns
Anonymous 01/20/25(Mon)16:22:52 No.103971820
>>103971142
I mean it can make sense sometimes - especially for boolean/bit field type data - but if you're doing a position + velocity calculation you're always touching all coordinates, so in that case the most cache friendly is to have xyzxyzxyz... in memory.
Point is that SoA vs AoS is all about how the data is used, thats what 'data oriented' is about, you pick the one that actually optimized memory accesses, not just blindly picking one or the other.
I mean it can make sense sometimes - especially for boolean/bit field type data - but if you're doing a position + velocity calculation you're always touching all coordinates, so in that case the most cache friendly is to have xyzxyzxyz... in memory.
Point is that SoA vs AoS is all about how the data is used, thats what 'data oriented' is about, you pick the one that actually optimized memory accesses, not just blindly picking one or the other.
Anonymous 01/20/25(Mon)16:27:28 No.103971872
Anonymous 01/20/25(Mon)16:30:22 No.103971904
>>103971872
I look like this and say this.
I look like this and say this.
Anonymous 01/20/25(Mon)16:38:55 No.103972000
I have a few years of experience as normie programmer in higher level languages. Am I kidding myself if I attempt to make a 3D game using OpenGL and libraries to handle input and physics? No C++ experience, rudimentary grasp of linear algebra. I suppose just using GLM for math makes sense, but the rest I would like to roll myself. More interested in how this all works than releasing my game, which nobody is going to want to play anyways.
Anonymous 01/20/25(Mon)16:52:26 No.103972140
Anonymous 01/20/25(Mon)17:11:15 No.103972319
>>103971151
https://opengameart.org/
Has lots of music and sound effects that seem decent. Also has a bunch of 2D art, but it's hard to find enough in a consistent style to cover your entire game. There's a 3D section as well, but I haven't looked into it at all.
https://itch.io/ has a bunch of nice looking asset packs if you don't mind shelling out a few bucks. I don't use these personally since they mostly don't respect my freedoms. Though I recently discovered that there's a category of "paid + CC", where you pay to download the assets, but you can freely redistribute them under a CC license once you do.
If you're okay with AI, https://www.pixellab.ai/ has some very impressive looking demos. I haven't tried it myself because it's botnet, but I'm hoping I can get one of the local AIs to produce similar results.
https://opengameart.org/
Has lots of music and sound effects that seem decent. Also has a bunch of 2D art, but it's hard to find enough in a consistent style to cover your entire game. There's a 3D section as well, but I haven't looked into it at all.
https://itch.io/ has a bunch of nice looking asset packs if you don't mind shelling out a few bucks. I don't use these personally since they mostly don't respect my freedoms. Though I recently discovered that there's a category of "paid + CC", where you pay to download the assets, but you can freely redistribute them under a CC license once you do.
If you're okay with AI, https://www.pixellab.ai/ has some very impressive looking demos. I haven't tried it myself because it's botnet, but I'm hoping I can get one of the local AIs to produce similar results.
Anonymous 01/20/25(Mon)17:20:17 No.103972409
>>103972319
Is it really over for me if I want to make assets myself?
Is it really over for me if I want to make assets myself?
Anonymous 01/20/25(Mon)17:22:49 No.103972433
Hi /g/entlemen, can you kindly help me
https://inferno.colosim.com/
Can I play this RuneScape simulation offline using the github link provided there? If so, how? What programs do I need and what do I do with that code?
Please respond
https://inferno.colosim.com/
Can I play this RuneScape simulation offline using the github link provided there? If so, how? What programs do I need and what do I do with that code?
Please respond
Anonymous 01/20/25(Mon)17:32:59 No.103972512
>>103972433
have you tried reading the instructions that the github readme likely has
have you tried reading the instructions that the github readme likely has
Anonymous 01/20/25(Mon)17:34:49 No.103972528
>>103972409
Oh sorry, I just assumed you wanted the quickest/laziest path to a decent looking game. If you're actually looking to git gud, I dunno what to tell you. Maybe >>>/ic/ ad/or >>>/3/ might have some advice for getting started?
Oh sorry, I just assumed you wanted the quickest/laziest path to a decent looking game. If you're actually looking to git gud, I dunno what to tell you. Maybe >>>/ic/ ad/or >>>/3/ might have some advice for getting started?
Anonymous 01/20/25(Mon)17:42:13 No.103972591
Who's gonna write games in C++ after all the millennials retire?
Anonymous 01/20/25(Mon)17:45:27 No.103972627
>>103972512
It doesn't say
I think it assumes I have a degree in coding already and can work it out from cryptic code speak
It doesn't say
I think it assumes I have a degree in coding already and can work it out from cryptic code speak
Anonymous 01/20/25(Mon)17:53:56 No.103972710
>>103972591
AI overlords
AI overlords
Anonymous 01/20/25(Mon)18:15:01 No.103972921
Anonymous 01/20/25(Mon)18:16:30 No.103972939
>>103970667
why would you not use inheritance?
why would you not use inheritance?
Anonymous 01/20/25(Mon)18:21:13 No.103972985
>>103969987
I find it makes it easier to organize your code. Don't really care about the performance gains or costs.
I find it makes it easier to organize your code. Don't really care about the performance gains or costs.
Anonymous 01/20/25(Mon)18:38:23 No.103973151
>>103971116
looks awesome! love the art style! it's like a gbc zelda game
looks awesome! love the art style! it's like a gbc zelda game
Anonymous 01/20/25(Mon)18:44:24 No.103973214
What do you guys use for your placeholder graphics when making 3D games?
A fuckton of colored lines in a wireframe space or something?
A fuckton of colored lines in a wireframe space or something?
Anonymous 01/20/25(Mon)18:50:09 No.103973263
>>103970477
>OpenGL 3.0 if you target post-2015 GPUs
More like post-2008 GPUs, retard. I hope you meant GLES 3.0. There was no reason to use opengl 2 even a decade ago.
>OpenGL 3.0 if you target post-2015 GPUs
More like post-2008 GPUs, retard. I hope you meant GLES 3.0. There was no reason to use opengl 2 even a decade ago.
Anonymous 01/20/25(Mon)18:58:12 No.103973341
>>103973263
> retard
Motherfucker, I do actually own 2 laptops, that support GL 2.0 maximum, and know few other people with same GPUs.
I don't mind newer GL versions, because I hate all of them equally, but I hate Vulkan more, because it's only for new GPUs.
Stop pushing consumerism, if a GPU works, there's no harm in supporting it, again, that's up to that other Anon to decide.
> retard
Motherfucker, I do actually own 2 laptops, that support GL 2.0 maximum, and know few other people with same GPUs.
I don't mind newer GL versions, because I hate all of them equally, but I hate Vulkan more, because it's only for new GPUs.
Stop pushing consumerism, if a GPU works, there's no harm in supporting it, again, that's up to that other Anon to decide.
Anonymous 01/20/25(Mon)19:10:13 No.103973433
>>103973341
Fallback to software renderer
Fallback to software renderer
Anonymous 01/20/25(Mon)19:12:13 No.103973444
>>103973433
Fallback to text mode
Fallback to text mode
Anonymous 01/20/25(Mon)19:13:08 No.103973452
Anonymous 01/20/25(Mon)19:15:07 No.103973468
>>103973341
desu it's better to use directx if you have openGL 2, it didn't have good drivers at that point
desu it's better to use directx if you have openGL 2, it didn't have good drivers at that point
Anonymous 01/20/25(Mon)19:30:14 No.103973549
>>103973341
Not who you're replying to, but sometimes people need to remember that it's 2025. I'm not someone who keeps up with cutting edge hardware, and upgrades have felt less and less impactful unless you're doing le ebin 16k480FPS cypto-mining AI-slop-generating soiboy crap, but we're still talking about hardware that is essentially 15 years old.
It's getting more than more ridiculous to take this kind of hardware into account. Backwards compatibility is not free, and nobody is actually trying to play games on those computers, unless you're literally only making the game for yourself.
Not who you're replying to, but sometimes people need to remember that it's 2025. I'm not someone who keeps up with cutting edge hardware, and upgrades have felt less and less impactful unless you're doing le ebin 16k480FPS cypto-mining AI-slop-generating soiboy crap, but we're still talking about hardware that is essentially 15 years old.
It's getting more than more ridiculous to take this kind of hardware into account. Backwards compatibility is not free, and nobody is actually trying to play games on those computers, unless you're literally only making the game for yourself.
Anonymous 01/20/25(Mon)20:13:35 No.103973892
>>103973214
the minecraft 2x2 megenta/black/black/magenta texture
the minecraft 2x2 megenta/black/black/magenta texture
Anonymous 01/20/25(Mon)20:14:35 No.103973904
fallback to coding in MS paint
Anonymous 01/20/25(Mon)21:12:17 No.103974438
Anonymous 01/20/25(Mon)21:12:57 No.103974443
>>103966105
>If you are making another 3D prototype in C++ congratulations, just don't sperg because people finish their games using lua or gamemaker.
Spidey senses tell me the next big indie IP is going to be made with Lua either Defold or Love
>If you are making another 3D prototype in C++ congratulations, just don't sperg because people finish their games using lua or gamemaker.
Spidey senses tell me the next big indie IP is going to be made with Lua either Defold or Love
Anonymous 01/20/25(Mon)21:56:33 No.103974822
Youtube tutorials are not for me when it comes to learning to code. I was looking for books and found pic rel. Does anyone know if it's any good? or if there are better books?
Anonymous 01/20/25(Mon)22:16:03 No.103975023
Do any of you lads know how the fog is done in silent hill 2?
Anonymous 01/20/25(Mon)23:21:13 No.103975638
>>103972000
Start doing it. You will eventually grind your way to results.
Start doing it. You will eventually grind your way to results.
Anonymous 01/20/25(Mon)23:22:56 No.103975661
>>103973341
Vulkan is 10 years old anon. Time to let go.
Vulkan is 10 years old anon. Time to let go.
Anonymous 01/21/25(Tue)00:03:35 No.103976044
>>103970432
I'm already wasting my time by writing an engine, I'm not going to waste it even further by writing 5000 lines of code for just one triangle.
I'm already wasting my time by writing an engine, I'm not going to waste it even further by writing 5000 lines of code for just one triangle.
Anonymous 01/21/25(Tue)01:21:19 No.103976734
I experimented with some in-game interfaces. I would still need to increase font size and decrease scale for the camera group gl context to make it crispy (you're looking at 6px font I skewed). Also added tile painting to the in-game build mode.
Anonymous 01/21/25(Tue)01:30:13 No.103976803
Anonymous 01/21/25(Tue)02:00:54 No.103977052
>>103974822
If you can't follow Handmade Hero, it might just be over for you brother.
If you can't follow Handmade Hero, it might just be over for you brother.
Anonymous 01/21/25(Tue)02:02:45 No.103977063
>>103977052
> Casey chad btfoing every Vulkun/OpenGL/DirectX good vs bad pleb
https://youtu.be/PZejeRCDT-M?t=6253
> Casey chad btfoing every Vulkun/OpenGL/DirectX good vs bad pleb
https://youtu.be/PZejeRCDT-M?t=6253
Anonymous 01/21/25(Tue)02:03:05 No.103977066
Anonymous 01/21/25(Tue)02:04:31 No.103977075
>>103976803
We canโt actually help you unless youโre doing modern shit
We canโt actually help you unless youโre doing modern shit
Anonymous 01/21/25(Tue)02:05:25 No.103977079
>>103977066
> an opportunity to see an industry veteran programming from scratch
> teaching how to think about problems
> teaching architecture
400 hours is nothing. You could reach Ep 250 in about 2 month, which is better than every book.
> an opportunity to see an industry veteran programming from scratch
> teaching how to think about problems
> teaching architecture
400 hours is nothing. You could reach Ep 250 in about 2 month, which is better than every book.
Anonymous 01/21/25(Tue)02:06:59 No.103977098
>>103977079
Watching 400 hours of tutorials is the biggest waste of time imaginable
Watching 400 hours of tutorials is the biggest waste of time imaginable
Anonymous 01/21/25(Tue)02:07:22 No.103977104
>>103977098
wow
wow
Anonymous 01/21/25(Tue)02:35:35 No.103977309
>>103977098
>>103977098
Watch the first 40 episodes and then continue if you really care. Don't just look at it on its face and decide it's not worth it in its entirety because it's long.
>>103977098
Watch the first 40 episodes and then continue if you really care. Don't just look at it on its face and decide it's not worth it in its entirety because it's long.
Anonymous 01/21/25(Tue)02:44:05 No.103977366
How do I make my game look as good as Unityslop at least?
Anonymous 01/21/25(Tue)02:47:05 No.103977393
>>103977366
By actually paying for a good artist. That's it.
https://youtu.be/qmEMH50TprI?t=267
Engine post processing means nothing if the art is dogshit.
By actually paying for a good artist. That's it.
https://youtu.be/qmEMH50TprI?t=267
Engine post processing means nothing if the art is dogshit.
Anonymous 01/21/25(Tue)03:08:09 No.103977575
>>103977309
it has a low density of useful information
it has a low density of useful information
Anonymous 01/21/25(Tue)03:12:14 No.103977603
Anonymous 01/21/25(Tue)03:14:07 No.103977615
>>103977603
Not as naive as a person who's watched 40 hours of tutorials
Not as naive as a person who's watched 40 hours of tutorials
Anonymous 01/21/25(Tue)03:20:27 No.103977669
>>103977393
soul
soul
Anonymous 01/21/25(Tue)03:45:45 No.103977885
Anonymous 01/21/25(Tue)04:05:30 No.103978038
struggled the whole night to get this fluid sim working and it looks like fucking SHIT
Anonymous 01/21/25(Tue)04:16:31 No.103978107
I want to mod a game called Holy Hand Device to decensor it.
yeah, it's a game about edging.
It's made using the kirikiri z engine. I attempted to dump it but the important parts are in Live2D, so no luck. I'm on the fence about turning on Windows Sandbox so I can try out some sketchy chinese tools.
yeah, it's a game about edging.
It's made using the kirikiri z engine. I attempted to dump it but the important parts are in Live2D, so no luck. I'm on the fence about turning on Windows Sandbox so I can try out some sketchy chinese tools.
Anonymous 01/21/25(Tue)04:18:09 No.103978121
I'm doing it. I'm caching hash map iterators with a constant risk of being rehashed.
Anonymous 01/21/25(Tue)04:19:15 No.103978131
>>103978121
use a large but constant size hash map?
use a large but constant size hash map?
Anonymous 01/21/25(Tue)05:22:58 No.103978496
>>103975023
Volumetric Fog. The one built into UE I believe.
Also they don't cull anything behind the fog, so the game renders a shit-ton of geometry that isn't seen.
Volumetric Fog. The one built into UE I believe.
Also they don't cull anything behind the fog, so the game renders a shit-ton of geometry that isn't seen.
Anonymous 01/21/25(Tue)05:25:30 No.103978514
>>103978131
For the shader uniform usecase I guess I could insert the keys upfront with blank or optional values and disable adding new keys. There's also a different problem, where the whole hash map can be destroyed and reloaded due to forced resource refresh, but my shitty solution deals with that too without any additional lifetime managing structures.
Also, parallel hashmap has a find implementation that accepts a hash value too, so I'll give caching just the hash a try for less spooky code.
For the shader uniform usecase I guess I could insert the keys upfront with blank or optional values and disable adding new keys. There's also a different problem, where the whole hash map can be destroyed and reloaded due to forced resource refresh, but my shitty solution deals with that too without any additional lifetime managing structures.
Also, parallel hashmap has a find implementation that accepts a hash value too, so I'll give caching just the hash a try for less spooky code.
Anonymous 01/21/25(Tue)05:40:41 No.103978609
>>103973214
I wrote my own 3d editor.
I wrote my own 3d editor.
Anonymous 01/21/25(Tue)05:42:04 No.103978612
>>103978038
broken but cool.. the velocities are static i think they should be moving
broken but cool.. the velocities are static i think they should be moving
Anonymous 01/21/25(Tue)05:57:42 No.103978713
>>103965985
minecraft
stardew valley
undertale
hollow knight
five nights at freddy's
subnautica
genshin impact
all games that even if you didn't play them everyone knows them. games that achieved cult classic status and made millions if not billions. all of these games use either C# or java. arguing about RAII and GC is midwit tier. people want good games they do not give a shit about what language or what memory management scheme you used. even if you write the most amazing handwritten assembly no one will buy your game if it's shit. and you are not making a AAA ultra-realistic game either or you would be using unreal.
minecraft
stardew valley
undertale
hollow knight
five nights at freddy's
subnautica
genshin impact
all games that even if you didn't play them everyone knows them. games that achieved cult classic status and made millions if not billions. all of these games use either C# or java. arguing about RAII and GC is midwit tier. people want good games they do not give a shit about what language or what memory management scheme you used. even if you write the most amazing handwritten assembly no one will buy your game if it's shit. and you are not making a AAA ultra-realistic game either or you would be using unreal.
Anonymous 01/21/25(Tue)06:00:16 No.103978731
>>103965878
hol up. are you making a semantic distinction between "allocate memory" and "write useful data to memory"?
hol up. are you making a semantic distinction between "allocate memory" and "write useful data to memory"?
Anonymous 01/21/25(Tue)06:04:50 No.103978750
>>103978612
not were getting somewhere!
not were getting somewhere!
Anonymous 01/21/25(Tue)06:06:16 No.103978753
>>103973151
This is from a real GBC game art, dragon quest monsters.
This is from a real GBC game art, dragon quest monsters.
Anonymous 01/21/25(Tue)06:08:05 No.103978760
>>103973549
I haven't seen a single game in this general that would demand more than opengl2.0
I haven't seen a single game in this general that would demand more than opengl2.0
Anonymous 01/21/25(Tue)06:10:15 No.103978766
>>103978731
Technically you don't need to actually allocate memory (in terms of calling malloc). You can get big chunk of memory from OS and then decide where in said chunk your data will be located. Just like people did back in 16 and 8 bit era. Your malloc is doing something like that too, make decision for you.
In level-based game you can allocate data using simple bump allocator and free all data by just restoring it's state. Maybe add some sort of stack of callbacks to free associated GPU resources. Add special scratchpad area that resets after each frame and you have cheap allocations (just atomic addition), no fragmentation and no leaks. Similar scratchpad for every thread in your thread pool. Minus: you can't use most of 3rd party libraries.
It should be foundation for any engine that dares to call itself "based".
Technically you don't need to actually allocate memory (in terms of calling malloc). You can get big chunk of memory from OS and then decide where in said chunk your data will be located. Just like people did back in 16 and 8 bit era. Your malloc is doing something like that too, make decision for you.
In level-based game you can allocate data using simple bump allocator and free all data by just restoring it's state. Maybe add some sort of stack of callbacks to free associated GPU resources. Add special scratchpad area that resets after each frame and you have cheap allocations (just atomic addition), no fragmentation and no leaks. Similar scratchpad for every thread in your thread pool. Minus: you can't use most of 3rd party libraries.
It should be foundation for any engine that dares to call itself "based".
Anonymous 01/21/25(Tue)06:10:59 No.103978769
>>103977393
Slop
Slop
Anonymous 01/21/25(Tue)06:15:49 No.103978794
>>103978766
People saying just use a memory arena for each level like they've fucking solved memory management really aren't thinking very hard
The issue with memory allocation is things that get allocated and deallocated during playtime
People saying just use a memory arena for each level like they've fucking solved memory management really aren't thinking very hard
The issue with memory allocation is things that get allocated and deallocated during playtime
Anonymous 01/21/25(Tue)06:22:15 No.103978835
>>103978794
> The issue with memory allocation is things that get allocated and deallocated during playtime
No they don't. People are retarded. For example, consider a bullet hell. Where enemies spawn bullets, and they get deleted. At any frame, a thousands of these could be happening.
Now here comes the part where retards fail. What's the practical worst case of your game? If it is possible that few bosses manages to spawn 1000 bullets on screen. Then you just allocate 1000 bullets at startup, even if most enemies will spawn 10 or 20. Because the final boss will inevitably require 1000 bullets you aren't saving any space.
If you have any more doubts just ask.
> The issue with memory allocation is things that get allocated and deallocated during playtime
No they don't. People are retarded. For example, consider a bullet hell. Where enemies spawn bullets, and they get deleted. At any frame, a thousands of these could be happening.
Now here comes the part where retards fail. What's the practical worst case of your game? If it is possible that few bosses manages to spawn 1000 bullets on screen. Then you just allocate 1000 bullets at startup, even if most enemies will spawn 10 or 20. Because the final boss will inevitably require 1000 bullets you aren't saving any space.
If you have any more doubts just ask.
Anonymous 01/21/25(Tue)06:23:18 No.103978844
>>103978794
Technically you can use block allocator for that. You can only have so many objects in your game anyway. Combine it with generation-based handles to address those objects. But you can't actually use OOP with it because memory blocks must be of same size. This approach has a bonus that you can say how much memory you use and for what.
Technically you can use block allocator for that. You can only have so many objects in your game anyway. Combine it with generation-based handles to address those objects. But you can't actually use OOP with it because memory blocks must be of same size. This approach has a bonus that you can say how much memory you use and for what.
Anonymous 01/21/25(Tue)06:23:47 No.103978849
>>103978835
What you're describing is called memory pooling and is what any smart allocator already does
What you're describing is called memory pooling and is what any smart allocator already does
Anonymous 01/21/25(Tue)06:25:29 No.103978859
>>103978835
Also this is why you get games like Legend of Zelda, where the game starts lagging when you have too much happening. They optimized the game for average case.
When you design for the worst case, you would calculate the highest amount of entities possible, and you make sure to reach the frame rate.
Also this is why you get games like Legend of Zelda, where the game starts lagging when you have too much happening. They optimized the game for average case.
When you design for the worst case, you would calculate the highest amount of entities possible, and you make sure to reach the frame rate.
Anonymous 01/21/25(Tue)06:32:09 No.103978895
>>103978849
I don't know what you are trying to say. Be specific. "Memory Pooling", "Smart Allocator", etc. These words mean nothing.
I don't know what you are trying to say. Be specific. "Memory Pooling", "Smart Allocator", etc. These words mean nothing.
Anonymous 01/21/25(Tue)06:35:11 No.103978913
>>103978895
If you don't know what they mean perhaps you shouldn't be speaking on this subject
People are talking about memory allocation strategies that are faster than malloc, like arenas per frame and per level
You aren't solving any new problems by suggesting this, the issue with memory management has always been with objects that have indeterminate lifetimes
A memory pool isn't really any different to malloc, and that's probably what malloc is doing anyway
If you don't know what they mean perhaps you shouldn't be speaking on this subject
People are talking about memory allocation strategies that are faster than malloc, like arenas per frame and per level
You aren't solving any new problems by suggesting this, the issue with memory management has always been with objects that have indeterminate lifetimes
A memory pool isn't really any different to malloc, and that's probably what malloc is doing anyway
Anonymous 01/21/25(Tue)06:37:23 No.103978924
>>103978760
Umm, excuse me, but it's all just pixels an the screen so literally everyone can just draw everything using the CPU.
Umm, excuse me, but it's all just pixels an the screen so literally everyone can just draw everything using the CPU.
Anonymous 01/21/25(Tue)06:38:45 No.103978936
>>103978924
You look like a vulkan enjoyer, let's see how intensive your game is.
You look like a vulkan enjoyer, let's see how intensive your game is.
Anonymous 01/21/25(Tue)06:41:07 No.103978947
>>103971116
remind me of the village bits from Star Tropics
remind me of the village bits from Star Tropics
Anonymous 01/21/25(Tue)06:43:39 No.103978961
>>103978913
That's exactly why I don't use these terms. There is no such thing as "Memory Management". It's like saying, you need "Math Management" for rendering. You have a well defined set of constraints and you solve the memory problem, just like you solve any other problem, like mathematics, conditionals, etc.
This same thing is happens with other things. Like wtf is a Hashmap Iterator? Why is it a general purpose term? Is it too hard to just say, iterate over the contents of the hashmap? And then these things, get blown out of proportion.
When I talk about memory stuff, I just say what I did. There is no general purpose lingo. Somebody asks me, how did I handle memory allocation in my compiler? I just tell them what I actually did.
That's exactly why I don't use these terms. There is no such thing as "Memory Management". It's like saying, you need "Math Management" for rendering. You have a well defined set of constraints and you solve the memory problem, just like you solve any other problem, like mathematics, conditionals, etc.
This same thing is happens with other things. Like wtf is a Hashmap Iterator? Why is it a general purpose term? Is it too hard to just say, iterate over the contents of the hashmap? And then these things, get blown out of proportion.
When I talk about memory stuff, I just say what I did. There is no general purpose lingo. Somebody asks me, how did I handle memory allocation in my compiler? I just tell them what I actually did.
Anonymous 01/21/25(Tue)06:45:13 No.103978971
>>103978961
If you don't understand what these terms mean just Google them instead of pretending to be smart
If you don't understand what these terms mean just Google them instead of pretending to be smart
Anonymous 01/21/25(Tue)06:46:32 No.103978975
>>103978849
>memory pooling
Heโs not describing memory pooling or smart allocation. He is just suggesting to malloc(1000, sizeof(struct bullet)) assuming this is always enough. (You still have to keep track of which indices are active at a given time, but that was already a problem anyway)
>memory pooling
Heโs not describing memory pooling or smart allocation. He is just suggesting to malloc(1000, sizeof(struct bullet)) assuming this is always enough. (You still have to keep track of which indices are active at a given time, but that was already a problem anyway)
Anonymous 01/21/25(Tue)06:47:39 No.103978981
>>103978975
Unless you will only have 1000 bullets in total in your entire level then you have to pool them
Unless you will only have 1000 bullets in total in your entire level then you have to pool them
Anonymous 01/21/25(Tue)06:56:24 No.103979025
>>103978975
> assuming this is always enough
No, your game always has a worst case. Maybe at certain bullet count your framerate starts tanking, which in theory could happen. So either you benchmark when that happens, and hard cap the bullets so your framerate is consistent. Or you just say, that bullets are capped to 1000. This is not assuming. Your code has to handle the case of what happens when somebody wants to create a bullet, and there are already 1000 bullets. You don't assume stuff, you handle it all the way.
One common strategy is, if the limit is exceeded use the oldest bullet slot as the newest one. Remember, this is not supposed to happen because you have benchmarked your enemies and bosses. So if you know that your bosses atmost spawn 500 bullets, just allocate 1000, and if for some reason even that fails. This is a bug on your part. But using the oldest bullet slot ensures that the game will not crash.
Bullet hell was just an analogy. You could apply this to any scenario.
> assuming this is always enough
No, your game always has a worst case. Maybe at certain bullet count your framerate starts tanking, which in theory could happen. So either you benchmark when that happens, and hard cap the bullets so your framerate is consistent. Or you just say, that bullets are capped to 1000. This is not assuming. Your code has to handle the case of what happens when somebody wants to create a bullet, and there are already 1000 bullets. You don't assume stuff, you handle it all the way.
One common strategy is, if the limit is exceeded use the oldest bullet slot as the newest one. Remember, this is not supposed to happen because you have benchmarked your enemies and bosses. So if you know that your bosses atmost spawn 500 bullets, just allocate 1000, and if for some reason even that fails. This is a bug on your part. But using the oldest bullet slot ensures that the game will not crash.
Bullet hell was just an analogy. You could apply this to any scenario.
Anonymous 01/21/25(Tue)06:58:03 No.103979033
>>103979025
You're overthinking a non-existent problem
When you need a bullet, allocate one. When you're done with it, free it
You're overthinking a non-existent problem
When you need a bullet, allocate one. When you're done with it, free it
Anonymous 01/21/25(Tue)07:02:54 No.103979067
>>103979025
Writing robust software is easy, if you actually understand what the constraints are. This is why I always say: There are no exceptions! Every exception is just a condition that your program should handle.
>>103979033
> Overthinking
What's there to think about? Just write the simplest possible code.
> When you need a bullet, allocate one. When you're done with it, free it.
Again, be explicit. How are you allocating? How are you freeing it? It's like saying, just create a game. Yeah, everybody knows that.
Writing robust software is easy, if you actually understand what the constraints are. This is why I always say: There are no exceptions! Every exception is just a condition that your program should handle.
>>103979033
> Overthinking
What's there to think about? Just write the simplest possible code.
> When you need a bullet, allocate one. When you're done with it, free it.
Again, be explicit. How are you allocating? How are you freeing it? It's like saying, just create a game. Yeah, everybody knows that.
Anonymous 01/21/25(Tue)07:03:51 No.103979076
>>103979067
Have you been diagnosed with autism or are you being obtuse on purpose?
Have you been diagnosed with autism or are you being obtuse on purpose?
Anonymous 01/21/25(Tue)07:08:18 No.103979093
>>103979076
I guess this conversation is over.
I guess this conversation is over.
Anonymous 01/21/25(Tue)07:08:30 No.103979094
imagine allocating with new for 20 bytes of data
Anonymous 01/21/25(Tue)07:08:46 No.103979096
>people who don't know memory arguing about memory management episode #2563725
Anonymous 01/21/25(Tue)07:09:17 No.103979098
>>103979093
Malloc and free
This is the simplest possible code
Your pool of 1000 objects solves no problems and introduces unneccessary constraints
Malloc and free
This is the simplest possible code
Your pool of 1000 objects solves no problems and introduces unneccessary constraints
Anonymous 01/21/25(Tue)07:10:06 No.103979101
>>103979096
I really wish the schizo that's been plaguing this board would just buy a chair already.
I'm so insanely fucking tired of this topic coming up.
I really wish the schizo that's been plaguing this board would just buy a chair already.
I'm so insanely fucking tired of this topic coming up.
Anonymous 01/21/25(Tue)07:11:15 No.103979107
>>103979101
If it was him there would be more insults being thrown around
If it was him there would be more insults being thrown around
Anonymous 01/21/25(Tue)07:22:07 No.103979151
Guess which one is faster.
Anonymous 01/21/25(Tue)07:23:10 No.103979158
>>103979151
go back to your containment thread
go back to your containment thread
Anonymous 01/21/25(Tue)07:23:34 No.103979160
Anonymous 01/21/25(Tue)07:24:16 No.103979162
Anonymous 01/21/25(Tue)07:25:16 No.103979176
Anonymous 01/21/25(Tue)07:26:38 No.103979184
>>103979176
Just wait till he realizes compilers can rearrange your code behind the scenes.
Just wait till he realizes compilers can rearrange your code behind the scenes.
Anonymous 01/21/25(Tue)07:28:53 No.103979200
>>103979162
You wanna go that way? post the complete code, i.e, where are the definitions of _aos _soa?
You wanna go that way? post the complete code, i.e, where are the definitions of _aos _soa?
Anonymous 01/21/25(Tue)07:29:37 No.103979208
>>103979200
Don't reply to him, he's a schizo
Don't reply to him, he's a schizo
Anonymous 01/21/25(Tue)07:30:19 No.103979213
Anonymous 01/21/25(Tue)07:33:07 No.103979229
>arguing about optimization techniques (memory arenas, pools, ipc, soa vs aos, simd)
>thinking others in the thread don't know about these things acting like he's a 1000iq god because he watched a few casey muratori videos
>not realizing he's shit code (he thinks it's fast) will never be near the performance of industry standard engines like unreal and unity
>spends years of his life trying to win arguments against nobodies on the internet instead of enjoying his "game dev journey"
holy autistic retard. and the funniest thing of it all is that he thinks his game will sell well because it's fast. he genuinly believes perf == sales
>thinking others in the thread don't know about these things acting like he's a 1000iq god because he watched a few casey muratori videos
>not realizing he's shit code (he thinks it's fast) will never be near the performance of industry standard engines like unreal and unity
>spends years of his life trying to win arguments against nobodies on the internet instead of enjoying his "game dev journey"
holy autistic retard. and the funniest thing of it all is that he thinks his game will sell well because it's fast. he genuinly believes perf == sales
Anonymous 01/21/25(Tue)07:34:27 No.103979237
>>103979229
> will never be near the performance of industry standard engines like unreal and unity
Lmao, every inhouse engine at every single AAA company is faster than Unreal/Unity slop.
Even nips have faster and better looking engines.
> will never be near the performance of industry standard engines like unreal and unity
Lmao, every inhouse engine at every single AAA company is faster than Unreal/Unity slop.
Even nips have faster and better looking engines.
Anonymous 01/21/25(Tue)07:34:48 No.103979241
>>103979229
The funniest thing is when he acts like he's above it all and he's a real free thinker because he doesn't know what "memory pool" means
The funniest thing is when he acts like he's above it all and he's a real free thinker because he doesn't know what "memory pool" means
Anonymous 01/21/25(Tue)07:40:10 No.103979271
>>103979237
(you) can't do it though. not the performance nor the rendering capabilities
(you) can't do it though. not the performance nor the rendering capabilities
Anonymous 01/21/25(Tue)07:42:25 No.103979287
>>103979271
Anon, I am interested in creating game engines. I don't care about Physically based rendering, unless it adds anything to the gameplay.
Anon, I am interested in creating game engines. I don't care about Physically based rendering, unless it adds anything to the gameplay.
Anonymous 01/21/25(Tue)07:43:26 No.103979296
>>103979287
What does bikeshedding about memory add to the gameplay
What does bikeshedding about memory add to the gameplay
Anonymous 01/21/25(Tue)07:45:13 No.103979311
>>103979296
As I said, I don't even think about the concept of "memory management", "pools", etc. I tackle memory, just like I tackle arithmetic, game design.
As I said, I don't even think about the concept of "memory management", "pools", etc. I tackle memory, just like I tackle arithmetic, game design.
Anonymous 01/21/25(Tue)07:45:55 No.103979314
casey and jon blowjob should be jailed for how many minds they poisoned
Anonymous 01/21/25(Tue)07:46:04 No.103979318
>>103979311
>I don't even think about the concept of "memory management"
So you weren't the guy posting paragraphs about your dumbass memory management scheme where you allocate a pool of 1000 objects?
>I don't even think about the concept of "memory management"
So you weren't the guy posting paragraphs about your dumbass memory management scheme where you allocate a pool of 1000 objects?
Anonymous 01/21/25(Tue)07:47:07 No.103979326
>>103979314
Agreed but Mike Acton and his ECS shit was even worse
Agreed but Mike Acton and his ECS shit was even worse
Anonymous 01/21/25(Tue)07:48:56 No.103979330
>>103979318
Anon, the whole point of that paragraph is that there is no such thing as managing memory. You handle memory, just like you handle every other aspect of your program. There is no such thing as dynamic allocation of memory.
Anon, the whole point of that paragraph is that there is no such thing as managing memory. You handle memory, just like you handle every other aspect of your program. There is no such thing as dynamic allocation of memory.
Anonymous 01/21/25(Tue)07:49:58 No.103979336
Anonymous 01/21/25(Tue)07:50:08 No.103979338
>>103979330
>I'm not managing it I'm HANDLING it
Can you be any more obnoxious? Stop playing stupid sematic games. You outlined a memory management scheme, a ridiculous one that serves no practical purpose
>I'm not managing it I'm HANDLING it
Can you be any more obnoxious? Stop playing stupid sematic games. You outlined a memory management scheme, a ridiculous one that serves no practical purpose
Anonymous 01/21/25(Tue)07:51:08 No.103979344
>>103979336
Casey hasn't shipped a game
Casey hasn't shipped a game
Anonymous 01/21/25(Tue)07:51:34 No.103979347
>>103979338
> semantic games
says the guy who uses terms like "pools", "free list", "memory management", "dynamic allocation".
> semantic games
says the guy who uses terms like "pools", "free list", "memory management", "dynamic allocation".
Anonymous 01/21/25(Tue)07:51:50 No.103979349
>people dont know how to use page allocators
Anonymous 01/21/25(Tue)07:52:14 No.103979356
>>103979347
Those are words that have meaning, you just don't know what they are, and apparently you're too narcissistic to learn
Those are words that have meaning, you just don't know what they are, and apparently you're too narcissistic to learn
Anonymous 01/21/25(Tue)07:52:58 No.103979364
>>103979344
He worked on Witness, Jon's new sokoban game, worked at RAD. Not to mention, we have Sean Barrett the guy who wrote the thief engine, system shock engine.
He worked on Witness, Jon's new sokoban game, worked at RAD. Not to mention, we have Sean Barrett the guy who wrote the thief engine, system shock engine.
Anonymous 01/21/25(Tue)07:54:04 No.103979373
>>103979364
Making a small contribution to a product doesn't count as "shipping a game"
Casey spends his entire life giving people game programming advice yet he has not programmed a fucking game
Making a small contribution to a product doesn't count as "shipping a game"
Casey spends his entire life giving people game programming advice yet he has not programmed a fucking game
Anonymous 01/21/25(Tue)07:54:20 No.103979376
>>103979237
btw those "ultra-fast" engines all use C# with it's eeeeeevil GC for gameplay code. unity also uses C#. and unreal uses it's own flavor of garbage collected C++. stop listening to casey you dumb retard. also you dumb mongoloid nigger only think of performance you don't even think of things like fast iteration times being able to iterate on ideas quickly. (YOU) are not smarter than the industry veterans and they choose GC consistently time and time again
btw those "ultra-fast" engines all use C# with it's eeeeeevil GC for gameplay code. unity also uses C#. and unreal uses it's own flavor of garbage collected C++. stop listening to casey you dumb retard. also you dumb mongoloid nigger only think of performance you don't even think of things like fast iteration times being able to iterate on ideas quickly. (YOU) are not smarter than the industry veterans and they choose GC consistently time and time again
Anonymous 01/21/25(Tue)07:54:45 No.103979378
>>103979356
> you just don't know what they are
Anon, I don't need to use the term "free list", when I can just say, use a linked list to track and recycle stuff. Just keep it simple, there is no need to introduce retarded terminology for no other reason than to look more knowledgeable.
> you just don't know what they are
Anon, I don't need to use the term "free list", when I can just say, use a linked list to track and recycle stuff. Just keep it simple, there is no need to introduce retarded terminology for no other reason than to look more knowledgeable.
Anonymous 01/21/25(Tue)07:56:16 No.103979390
>>103979378
If you read your own fucking post you should see why we use terminology - saying "free list" is easier than explaining what free list means every time
If you don't know what a term means you can google it, I'm not using any complicated jargon, pull your head out of your fucking ass
If you read your own fucking post you should see why we use terminology - saying "free list" is easier than explaining what free list means every time
If you don't know what a term means you can google it, I'm not using any complicated jargon, pull your head out of your fucking ass
Anonymous 01/21/25(Tue)07:56:31 No.103979392
>>103979376
Anon, are you really this dumb? "Title Code", it's the glue code which is not that much, it just interact with different subsystems, that handles most of the stuff, and when a new title need something complex, it is added as a new subsystem written in C/C++, and gets exposed to the "Title Code"
Anon, are you really this dumb? "Title Code", it's the glue code which is not that much, it just interact with different subsystems, that handles most of the stuff, and when a new title need something complex, it is added as a new subsystem written in C/C++, and gets exposed to the "Title Code"
Anonymous 01/21/25(Tue)07:58:35 No.103979408
>>103979392
can you read?
can you read?
Anonymous 01/21/25(Tue)07:58:56 No.103979414
>>103979390
A guy asks how do you handle so many entities in your game.
> just use a linked list to track and recycle entities
or
> use free list, when prompt what's that, proceed to explain the thing
Sure buddy.
A guy asks how do you handle so many entities in your game.
> just use a linked list to track and recycle entities
or
> use free list, when prompt what's that, proceed to explain the thing
Sure buddy.
Anonymous 01/21/25(Tue)07:59:57 No.103979426
Anonymous 01/21/25(Tue)07:59:59 No.103979427
casey and blow are faggots, nothing more nothing else
>but they shipped a...
no the witness is as much of a game as a fucking walking simulator is
>but they shipped a...
no the witness is as much of a game as a fucking walking simulator is
Anonymous 01/21/25(Tue)08:00:08 No.103979431
Ok, I guess it is not worth waiting anymore
| Method | Mean | Error | StdDev |
|-------- |---------:|----------:|----------:|
| TestAoS | 6.750 us | 0.0119 us | 0.0105 us |
| TestSoA | 7.801 us | 0.0037 us | 0.0029 us |
Anonymous 01/21/25(Tue)08:00:18 No.103979433
>>103979414
I didn't say anything about a free list. I said use malloc and free. You know what those are right? You're saying "just do the simplest thing" but the simplest thing is using malloc and free, you're suggesting some dumbass pool where you can only have 1000 objects for absolutely no reason
I didn't say anything about a free list. I said use malloc and free. You know what those are right? You're saying "just do the simplest thing" but the simplest thing is using malloc and free, you're suggesting some dumbass pool where you can only have 1000 objects for absolutely no reason
Anonymous 01/21/25(Tue)08:00:59 No.103979443
>>103979427
But they did shipped multiple games though. And both of them earned enough money.
But they did shipped multiple games though. And both of them earned enough money.
Anonymous 01/21/25(Tue)08:01:00 No.103979444
>>103979431
usecase?
usecase?
Anonymous 01/21/25(Tue)08:01:41 No.103979452
>>103979427
Jon Blow is a good programmer, his opinions on programming are mostly sound, his opinions on everything else are crazy
Casey's the one who has crazy programming opinions, he also has not shipped a game (or anything really since he worked at RAD decades ago)
Jon Blow is a good programmer, his opinions on programming are mostly sound, his opinions on everything else are crazy
Casey's the one who has crazy programming opinions, he also has not shipped a game (or anything really since he worked at RAD decades ago)
Anonymous 01/21/25(Tue)08:02:42 No.103979456
>>103979431
Anon, your benchmark is wrong. Nobody cares about it. You don't even know how SOA and AOS is even used.
>>103979452
Alright, and Jonathan Blow respects Casey as a programmer enough, to let him work on his games. Not to mention, several other people at rad recommend him.
Anon, your benchmark is wrong. Nobody cares about it. You don't even know how SOA and AOS is even used.
>>103979452
Alright, and Jonathan Blow respects Casey as a programmer enough, to let him work on his games. Not to mention, several other people at rad recommend him.
Anonymous 01/21/25(Tue)08:03:56 No.103979463
>>103979456
Casey is a good programmer, he just has insane opinions which is why he should not be listened to because he'll lead you down a very stupid path
Casey is a good programmer, he just has insane opinions which is why he should not be listened to because he'll lead you down a very stupid path
Anonymous 01/21/25(Tue)08:04:34 No.103979465
casey: shipped zero (0) games
jon blowjob: took 6 years to ship 1 game that could have been made in unity. now he's been working on another game for the last 10 years that also could have been made in unity
great track record from these "coding gods"
jon blowjob: took 6 years to ship 1 game that could have been made in unity. now he's been working on another game for the last 10 years that also could have been made in unity
great track record from these "coding gods"
Anonymous 01/21/25(Tue)08:05:12 No.103979468
>>103979463
And why should I listen to you instead of him? I say his opinions are the best, and it will lead you to greatness? Your words don't carry weight anon.
And why should I listen to you instead of him? I say his opinions are the best, and it will lead you to greatness? Your words don't carry weight anon.
Anonymous 01/21/25(Tue)08:06:00 No.103979472
>>103979468
Am I giving you programming advice?
Casey is telling you how to make games and he hasn't made a game. This is a fact, take from it what you will
Am I giving you programming advice?
Casey is telling you how to make games and he hasn't made a game. This is a fact, take from it what you will
Anonymous 01/21/25(Tue)08:06:00 No.103979473
>>103979456
>You don't even know how SOA and AOS is even used.
Post the right version then, but you won't.
>You don't even know how SOA and AOS is even used.
Post the right version then, but you won't.
Anonymous 01/21/25(Tue)08:06:13 No.103979475
>>103979465
>took 6 years to ship 1 game
That's already better than 99% of gedg and agdg combined. I am a blowfan now wtf.
>took 6 years to ship 1 game
That's already better than 99% of gedg and agdg combined. I am a blowfan now wtf.
Anonymous 01/21/25(Tue)08:06:45 No.103979483
>>103979237
Unity/Unreal are universal and have good tools. They aren't that fast. It isn't hard to beat both of them in simple task "push meshes to the screen and add some SSAO and bloom".
Unity/Unreal are universal and have good tools. They aren't that fast. It isn't hard to beat both of them in simple task "push meshes to the screen and add some SSAO and bloom".
Anonymous 01/21/25(Tue)08:07:41 No.103979487
>>103979473
Anon, I can't just write a sloppy benchmark like you did. Writing benchmark takes time, specially the one you wrote. For example, you are not using AOS correctly, so it's by default wrong. But even if we ignore that, look at the code that's been generated. Your benchmark is invalid.
Anon, I can't just write a sloppy benchmark like you did. Writing benchmark takes time, specially the one you wrote. For example, you are not using AOS correctly, so it's by default wrong. But even if we ignore that, look at the code that's been generated. Your benchmark is invalid.
Anonymous 01/21/25(Tue)08:08:18 No.103979490
>>103979487
Don't reply to him, he's a schizo troll
Don't reply to him, he's a schizo troll
Anonymous 01/21/25(Tue)08:08:53 No.103979494
>>103979483
Tell that to others. I already believe it's not hard to surpass unity/unreal.
Tell that to others. I already believe it's not hard to surpass unity/unreal.
Anonymous 01/21/25(Tue)08:09:05 No.103979499
>take 10+ years to show people how games should be made from scratch
>by the 10 year mark have a demo level in an ugly looking game
>stop the project (your job here is finished)
>start a new grift where you teach people about how to write fast code
>by the 10 year mark have a demo level in an ugly looking game
>stop the project (your job here is finished)
>start a new grift where you teach people about how to write fast code
Anonymous 01/21/25(Tue)08:09:38 No.103979502
>>103979487
I didn't ask you to post picture, I asked you to post the right AoS/SoA version. Do it or shut down your whore mouth.
I didn't ask you to post picture, I asked you to post the right AoS/SoA version. Do it or shut down your whore mouth.
Anonymous 01/21/25(Tue)08:09:54 No.103979506
Anonymous 01/21/25(Tue)08:11:02 No.103979516
>>103979506
that's still thousands of hours
that's still thousands of hours
Anonymous 01/21/25(Tue)08:13:08 No.103979528
>>103979516
Anon, do you really wanna die on this hill?
> 1-2 hours per day
> explaining everything while writing
> blackboard sessions
> switch to weekly instead of daily
That's 2-3 month of programming assuming you work 7 hours a day.
Anon, do you really wanna die on this hill?
> 1-2 hours per day
> explaining everything while writing
> blackboard sessions
> switch to weekly instead of daily
That's 2-3 month of programming assuming you work 7 hours a day.
Anonymous 01/21/25(Tue)08:13:54 No.103979536
>>103979443
braid and the witness. am i missing anything else?
>>103979452
blow is just as much of a schizo programming freak as casey
blow is cant make games so he makes a toy language
casey cant make games so he cries about visual studio taking 5 seconds to launch
braid and the witness. am i missing anything else?
>>103979452
blow is just as much of a schizo programming freak as casey
blow is cant make games so he makes a toy language
casey cant make games so he cries about visual studio taking 5 seconds to launch
Anonymous 01/21/25(Tue)08:14:22 No.103979539
>>103979536
But each of them shipped stuff?
But each of them shipped stuff?
Anonymous 01/21/25(Tue)08:14:49 No.103979542
>>103979528
If he scope managed like a sane person he could have finished the project in a year or two
If he scope managed like a sane person he could have finished the project in a year or two
Anonymous 01/21/25(Tue)08:15:49 No.103979549
>>103979536
>blow is cant make games
He made Braid and The Witness, The Witness is an impressive feat of programming
>blow is cant make games
He made Braid and The Witness, The Witness is an impressive feat of programming
Anonymous 01/21/25(Tue)08:17:14 No.103979558
/gedg/ just keeps convincing me that writing a game without using a premade engine is a meme after all
Anonymous 01/21/25(Tue)08:17:16 No.103979559
Anonymous 01/21/25(Tue)08:17:30 No.103979561
>>103979542
> If he scope managed like a sane person
He managed it honestly. He never compromised on the code. He work just like he would work on his daily job. He never dodge challenging problems, even when they were suggested by chat, and showed how to handle those too.
I don't know why people want him to finish Handmade Hero? Are you waiting for him to finish, to start? Everything is already there.
> If he scope managed like a sane person
He managed it honestly. He never compromised on the code. He work just like he would work on his daily job. He never dodge challenging problems, even when they were suggested by chat, and showed how to handle those too.
I don't know why people want him to finish Handmade Hero? Are you waiting for him to finish, to start? Everything is already there.
Anonymous 01/21/25(Tue)08:18:12 No.103979567
>>103979559
You could make The Witness in Unity but it wouldn't take a week
You could make The Witness in Unity but it wouldn't take a week
Anonymous 01/21/25(Tue)08:19:24 No.103979574
>>103979561
>He managed it honestly.
Are you crazy? He featured creeped it to hell and as a result he has no game after 10 fucking years. There is NO defending this, it's ridiculous. If he made a plan, simple 2D game, and stuck to it, it could have been done in a year. No "challenging problems"
>He managed it honestly.
Are you crazy? He featured creeped it to hell and as a result he has no game after 10 fucking years. There is NO defending this, it's ridiculous. If he made a plan, simple 2D game, and stuck to it, it could have been done in a year. No "challenging problems"
Anonymous 01/21/25(Tue)08:19:35 No.103979577
>>103979567
why? because of the omg insane perspectives? its literally just dicking around in blender
why? because of the omg insane perspectives? its literally just dicking around in blender
Anonymous 01/21/25(Tue)08:19:44 No.103979578
what do you guys think about BYOND?
if anyone here is familiar with it (ss13 coder vets bros?)
if anyone here is familiar with it (ss13 coder vets bros?)
Anonymous 01/21/25(Tue)08:19:55 No.103979579
>>103979559
Is this why those AAA games made in unreal are a buggy mess? They just want to code a game in 2 weeks and be done with it?
Is this why those AAA games made in unreal are a buggy mess? They just want to code a game in 2 weeks and be done with it?
Anonymous 01/21/25(Tue)08:20:25 No.103979582
>>103979577
play it if you really want to know
play it if you really want to know
Anonymous 01/21/25(Tue)08:20:28 No.103979583
How long until we'll get a game engine that isn't a retarded slop engine?
Anonymous 01/21/25(Tue)08:21:24 No.103979588
>>103979567
Sshh, don't tell him. He really thinks, getting stuff up on the screen = creating an entire game
>>103979577
Sure anon, make a witness in unity. You can take an entire year, working 30 minutes per day. But please enlighten us.
Sshh, don't tell him. He really thinks, getting stuff up on the screen = creating an entire game
>>103979577
Sure anon, make a witness in unity. You can take an entire year, working 30 minutes per day. But please enlighten us.
Anonymous 01/21/25(Tue)08:23:12 No.103979600
>>103979579
too many chefs spoil the food
>but small teams make shit too
yea well retards will never make anything good
>>103979582
i have and i was not impressed at all
>>103979588
i wont because im working on my own projects. but if you cant see how simple it is, then you should not even be here to begin with
too many chefs spoil the food
>but small teams make shit too
yea well retards will never make anything good
>>103979582
i have and i was not impressed at all
>>103979588
i wont because im working on my own projects. but if you cant see how simple it is, then you should not even be here to begin with
Anonymous 01/21/25(Tue)08:24:00 No.103979606
>iteration times don't matter
>being able to hire people in the future don't matter (hint: AAA studios are throwing out their in-house engines because hiring unreal engine dev's is easier with less onboarding time)
>console support doesn't matter (you need special contracts with sony/microsoft /nintendo for your game engine to be able to make games for their console)
>mobile support don't matter
>web support don't matter
>PERF PERF PERF performance is the only thing that matters
what a retard
>being able to hire people in the future don't matter (hint: AAA studios are throwing out their in-house engines because hiring unreal engine dev's is easier with less onboarding time)
>console support doesn't matter (you need special contracts with sony/microsoft /nintendo for your game engine to be able to make games for their console)
>mobile support don't matter
>web support don't matter
>PERF PERF PERF performance is the only thing that matters
what a retard
Anonymous 01/21/25(Tue)08:24:21 No.103979610
>>103979600
If you think the witness is simple then you didn't get very far
Some of the puzzles have complex implementations
If you think the witness is simple then you didn't get very far
Some of the puzzles have complex implementations
Anonymous 01/21/25(Tue)08:25:14 No.103979618
>>103979610
Anon, I don't think he can even implement a line drawing console, that feels and looks as good as Witness.
Anon, I don't think he can even implement a line drawing console, that feels and looks as good as Witness.
Anonymous 01/21/25(Tue)08:25:27 No.103979620
Anonymous 01/21/25(Tue)08:29:27 No.103979653
>>103979618
which one of you two sucks his dick and which one his balls?
which one of you two sucks his dick and which one his balls?
Anonymous 01/21/25(Tue)08:29:41 No.103979655
>>103979574
> he has no game after 10 fucking years
> which is 2-3 month of real developer time working 7 hours a day
What it is that you don't understand? The series at this point, shows that it's not hard to write stuff from scratch. A single programmer can get to that in 2-3 month working full time.
> has no game
Yeah, because he's not writing a game that can be finished in 2-3 months, like those retards on youtube making a Dragon Quest NES clone, on unity.
It was an educational stream, and the information is gold. You get to see inside knowledge of the industry. How easy programming is when you are actually programming.
> he has no game after 10 fucking years
> which is 2-3 month of real developer time working 7 hours a day
What it is that you don't understand? The series at this point, shows that it's not hard to write stuff from scratch. A single programmer can get to that in 2-3 month working full time.
> has no game
Yeah, because he's not writing a game that can be finished in 2-3 months, like those retards on youtube making a Dragon Quest NES clone, on unity.
It was an educational stream, and the information is gold. You get to see inside knowledge of the industry. How easy programming is when you are actually programming.
Anonymous 01/21/25(Tue)08:30:43 No.103979661
>>103979653
I would suck your dick too, if you actually ship a decent game.
I would suck your dick too, if you actually ship a decent game.
Anonymous 01/21/25(Tue)08:31:54 No.103979674
only threads with pointless argumentation get this many bumps
Anonymous 01/21/25(Tue)08:32:00 No.103979675
>>103979661
please dont give me your fag aids
please dont give me your fag aids
Anonymous 01/21/25(Tue)08:32:50 No.103979685
Will you just SHUT UP and post your game? Post your fucking game, is that simple. No game posted, no reply for you. If you don't have a respectable product to backup your assertions, then don't waste me more time.
Anonymous 01/21/25(Tue)08:33:33 No.103979690
>>103979655
>The series at this point, shows that it's not hard to write stuff from scratch.
Really? I'd think that a series that lasted 10 years with hundreds of hours of content that ultimately resulted in barely 20% of a finished game would make it look hard to write one from scratch
Casey could have finished this project in a year if he did it properly - but he just did the series to fellate himself, not to help others or show them how to make games. Casey is not giving you inside knowledge. He's not in the game industry. He's a tools programmer who has barely worked on games.
>The series at this point, shows that it's not hard to write stuff from scratch.
Really? I'd think that a series that lasted 10 years with hundreds of hours of content that ultimately resulted in barely 20% of a finished game would make it look hard to write one from scratch
Casey could have finished this project in a year if he did it properly - but he just did the series to fellate himself, not to help others or show them how to make games. Casey is not giving you inside knowledge. He's not in the game industry. He's a tools programmer who has barely worked on games.
Anonymous 01/21/25(Tue)08:33:55 No.103979696
>>103979685
not him
stop projecting, not everyone is here because they're making a game, im here because im making an engine
not him
stop projecting, not everyone is here because they're making a game, im here because im making an engine
Anonymous 01/21/25(Tue)08:35:34 No.103979713
>>103979696
If you have nothing to show, then shut the fuck up. Is that simple. Nothing to show = waste of time = opinion irrelevant.
>Here is my hot take
Post your stuff then
>No!
Opinion discarded
If you have nothing to show, then shut the fuck up. Is that simple. Nothing to show = waste of time = opinion irrelevant.
>Here is my hot take
Post your stuff then
>No!
Opinion discarded
Anonymous 01/21/25(Tue)08:36:17 No.103979718
>>103979713
Sorry I'm not going to post a screenshot of my game with every post
Sorry I'm not going to post a screenshot of my game with every post
Anonymous 01/21/25(Tue)08:36:53 No.103979724
>>103979685
rate my polygons
rate my polygons
Anonymous 01/21/25(Tue)08:38:08 No.103979736
>>103979718
Don't be sorry, is not my loss.
Don't be sorry, is not my loss.
Anonymous 01/21/25(Tue)08:38:11 No.103979739
>>103979690
> in a year if he did it properly
More like, he could do it in a year, if he just take a template like Zelda, implement the bare bone version of it, call it done.
Meanwhile, handmade hero is driven by actual people wanting to learn. A guy asked him about screen scrolling, he added it because he wanted to show how to do it, in case you had to do it irl on some engine.
He could have just gone with ReadFile(Asset.bmp). But he goes out of his way to show, how to write an asynchronous asset system used in AAA games, just because people wanted to know how to write it.
The feature creep, is people wanting to learn more.
> in a year if he did it properly
More like, he could do it in a year, if he just take a template like Zelda, implement the bare bone version of it, call it done.
Meanwhile, handmade hero is driven by actual people wanting to learn. A guy asked him about screen scrolling, he added it because he wanted to show how to do it, in case you had to do it irl on some engine.
He could have just gone with ReadFile(Asset.bmp). But he goes out of his way to show, how to write an asynchronous asset system used in AAA games, just because people wanted to know how to write it.
The feature creep, is people wanting to learn more.
Anonymous 01/21/25(Tue)08:40:00 No.103979757
>>103979739
>The feature creep, is people wanting to learn
If you're an armchair programmer who just wants to fill your head with knowledge and not actually do any programming yourself or create anything then sure, I'm sure his series is wonderful
>The feature creep, is people wanting to learn
If you're an armchair programmer who just wants to fill your head with knowledge and not actually do any programming yourself or create anything then sure, I'm sure his series is wonderful
Anonymous 01/21/25(Tue)08:42:10 No.103979779
>>103979757
> who just wants to fill your head with knowledge and not actually do any programming yourself or create anything
there's literally an entire community called "Handmade", a guy wrote his own operating system, a guy is working on a file manager that are leagues ahead of others in the market, the guy who wrote Odin also learned from Handmade hero and still recommends it to this day.
> who just wants to fill your head with knowledge and not actually do any programming yourself or create anything
there's literally an entire community called "Handmade", a guy wrote his own operating system, a guy is working on a file manager that are leagues ahead of others in the market, the guy who wrote Odin also learned from Handmade hero and still recommends it to this day.
Anonymous 01/21/25(Tue)08:44:00 No.103979791
Anonymous 01/21/25(Tue)08:44:23 No.103979793
>>103979779
Handmade Hero is a garbage resource for anyone who wants to learn how to make a game because Casey doesn't make a game and spends his time going on self-fellating tangents
The fact that he has a community isn't relevant to how shitty his tutorial series is
Handmade Hero is a garbage resource for anyone who wants to learn how to make a game because Casey doesn't make a game and spends his time going on self-fellating tangents
The fact that he has a community isn't relevant to how shitty his tutorial series is
Anonymous 01/21/25(Tue)08:45:06 No.103979801
>>103979793
> anon doesn't know anything about mentorship
Go to university anon, you will fit right in.
> anon doesn't know anything about mentorship
Go to university anon, you will fit right in.
Anonymous 01/21/25(Tue)08:46:43 No.103979814
>>103979801
A mentor is someone who helps you to do your best
Casey does not do this, he spends his time showing off his knowledge, nearly all of it will not be helpful to you
A mentor is someone who helps you to do your best
Casey does not do this, he spends his time showing off his knowledge, nearly all of it will not be helpful to you
Anonymous 01/21/25(Tue)08:47:28 No.103979821
>>103979606
>AAA studios are throwing out their in-house engines because hiring unreal engine dev's is easier with less onboarding time
This is an actual tragedy, can this be reversed somehow? I feel like it will only get worse as the time goes on, can you imagine zoomers developing their own engine? I can't
>AAA studios are throwing out their in-house engines because hiring unreal engine dev's is easier with less onboarding time
This is an actual tragedy, can this be reversed somehow? I feel like it will only get worse as the time goes on, can you imagine zoomers developing their own engine? I can't
Anonymous 01/21/25(Tue)08:48:26 No.103979833
Anonymous 01/21/25(Tue)08:48:52 No.103979839
>>103979821
>This is an actual tragedy, can this be reversed somehow? I feel like it will only get worse as the time goes on, can you imagine zoomers developing their own engine? I can't
Hopefully
>This is an actual tragedy, can this be reversed somehow? I feel like it will only get worse as the time goes on, can you imagine zoomers developing their own engine? I can't
Hopefully
Anonymous 01/21/25(Tue)08:49:25 No.103979847
>>103979814
but wont you please appreciate his encyclopedic knowledge of how many clock cycles an integer divide takes on his specific hardware
but wont you please appreciate his encyclopedic knowledge of how many clock cycles an integer divide takes on his specific hardware
Anonymous 01/21/25(Tue)08:50:46 No.103979853
>>103979839
does it store its items up in that bodacious nose?
does it store its items up in that bodacious nose?
Anonymous 01/21/25(Tue)08:52:32 No.103979868
Anonymous 01/21/25(Tue)08:57:01 No.103979907
Anonymous 01/21/25(Tue)08:57:36 No.103979911
>>103979907
Why does it matter what engine people use? If Unreal works for them it works for them
Why does it matter what engine people use? If Unreal works for them it works for them
Anonymous 01/21/25(Tue)08:58:38 No.103979922
>>103979907
I want everyone to make good games, whatever the fuck they use as an engine.
I want everyone to make good games, whatever the fuck they use as an engine.
Frosch !!QxG8tdNNBUC 01/21/25(Tue)09:20:52 No.103980097
>>103965424
>why did you let it die
I often purposefully refrain from making threads
to encourage engagement from others and to do a litmus test of whether a thread is needed enough to be up 24/7. A common pattern is that shit gets fucked during Euro hours.
>#241
> ___ edition
/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_General
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Render bugs: https://renderdoc.org/
Previous: >>103929599
Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.
>why did you let it die
I often purposefully refrain from making threads
to encourage engagement from others and to do a litmus test of whether a thread is needed enough to be up 24/7. A common pattern is that shit gets fucked during Euro hours.
>#241
> ___ edition
/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_
IRC: irc.rizon.net #/g/gedg
Progress Day: https://rentry.org/gedg-jams
/gedg/ Compendium: https://rentry.org/gedg
/agdg/: >>>/vg/agdg
Render bugs: https://renderdoc.org/
Previous: >>103929599
Requesting Help
-Problem Description: Clearly explain your issue, providing context and relevant background information.
-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.
Anonymous 01/21/25(Tue)09:27:22 No.103980150
i love you guys, never stop being autists about what someone else is doing!
Anonymous 01/21/25(Tue)09:29:38 No.103980165
>>103980097
just do it faggot
just do it faggot
Frosch !!QxG8tdNNBUC 01/21/25(Tue)09:29:40 No.103980166
>>103979151
>% 2 == 0
The compiler will optimize this but I still don't like it ...
>>103980150
I'm doing it right now :D
>% 2 == 0
The compiler will optimize this but I still don't like it ...
>>103980150
I'm doing it right now :D
Anonymous 01/21/25(Tue)09:32:18 No.103980181
i have a struct of arrays of s structs
Anonymous 01/21/25(Tue)09:39:43 No.103980236
>>103980181
weak i have an array of arrays of structs
weak i have an array of arrays of structs
Frosch !!QxG8tdNNBUC 01/21/25(Tue)09:45:04 No.103980277
Anonymous 01/21/25(Tue)10:19:08 No.103980582
>>103977052
My problem with video tutorials is that I need to pause it to see the code and that sometimes the voice of the person recording it is too distracting. Books are usually more suitable for me. Don't think it'll be different with this particular tutorial but thanks for the recommendation anyway I'll give it a go.
My problem with video tutorials is that I need to pause it to see the code and that sometimes the voice of the person recording it is too distracting. Books are usually more suitable for me. Don't think it'll be different with this particular tutorial but thanks for the recommendation anyway I'll give it a go.
Anonymous 01/21/25(Tue)10:30:54 No.103980701
>>103973341
How the fuck? Do you live in Zimbabwe?
How the fuck? Do you live in Zimbabwe?
Anonymous 01/21/25(Tue)10:39:52 No.103980785
Anonymous 01/21/25(Tue)12:04:46 No.103981657
>>103969701
like how windows register works?
like how windows register works?