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Current Events » Software and game development/programming topic
I know there are a bunch of you out there

last year when I was unemployed for a period of time I started getting into Unity game devlopment

Took a break but Im settled into my new job (as a mobile app developer) and am trying to get back into it

not thrilled about Unity as a company now but I feel like I have so much knowledge invested that I dont want to change at this point
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
still searching for a random-access RNG algo.

I just need consistent rand(seed, iteration) without having to actually iterate.
the other thing that has me sticking with Unity is there are so many more resources out there for getting started

I've been following these tutorials and theyre excellent

https://catlikecoding.com/unity/tutorials/

walking through explaining code, text-based so I can go at my own paste, explanations of the math behind things, stepping through building functions so you can see what each change doesthese are some of the best online tutorials Ive ever found imo
BLACK LIVES MATTER
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Post #4 was unavailable or deleted.
Monogame is the GOAT game dev framework. Too many people sleeping on it
https://i.imgur.com/m6Rgs8D.jpg https://i.imgur.com/qUMZhdW.jpg
https://i.imgur.com/LACtH6q.jpg
ImAMarvel posted...
I've been going through Unity's tutorials on and off and keep on meaning to really go back into it hardcore.

That's a really awesome resource. Would you recommend doing this over the official stuff or doing both?
I did the Unity tutorials back then and I thought they were great, and provided a lot of assets to practice with as well. The link I provided has some basic tutorials which I skipped because I already felt I knew that stuff. But it might be worth doing both. I dont feel like the Unity tutorials were bad by any means
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Post #7 was unavailable or deleted.
I kinda drifted away from unity and have been massively preferring godot. the engine is way more lightweight, everything runs so much faster, documentation is easier to find (although tutorials probably harder, but then again I don't trust most unity tutorials anyway so I'm not too concerned with that part), and built-in functions and features just feel so much more intuitive as to how they work

does lack all the unity store/assets stuff though unfortunately
THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF
I was never keen on Unity and similar frameworks. Maybe I just didn't get far enough into them to find out how to avert it, but it feels like they have their own idea of how everything should be structured and you have to work around that.

Much prefer something like MonoGame that just provides basic functionality to draw graphics and shit without having to mess with low level OpenGL functions and all that, while letting me structure my game however I want.
Chicken butt.
I used to want to be a game developer, and I took a class on OpenGL in grad school and hated every second of it. So Ill just stick to web and application development.
https://store.steampowered.com/wishlist/profiles/76561198052113750
More and more Im thinking about how I can transition into this being my career

i have a toddler and a baby on the way so I cant do anything radical at the moment. I make too much money as an app developer to give it up

but the 5-year plan would be to figure out how to make money making games. Problem is I only have a couple hours of free time per night for any hobbies.
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
monogame seems like the kind of framework you would use if you prefer the process of making games and are not actually very concerned with finishing any of them
THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF
Questionmarktarius posted...
still searching for a random-access RNG algo.

I just need consistent rand(seed, iteration) without having to actually iterate.

How many values do you need, and do you have space constraints? Can you simply precompute and save, say a million? Or precompute many more, but save every n th as a milestone, where n iterations are fast enough to do on the fly (so you only have to iterate from the milestone value).

The more news of devs laying off staff at a very rapid rate, the more game dev sounds like a hugely risky endeavour.

Apparently the tech field is in a similar state.

So maybe super indy is the way to go, but wouldn't he a sure bet on making stable money.

Food for thought.
Stand out, fit in
TheGoldenEel posted...
not thrilled about Unity as a company now but I feel like I have so much knowledge invested that I dont want to change at this point
The sooner you leave Unity, the better it'll be for you in the long run.
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Since I'm done with AoC I guess I do need to get back through some of these tutorials
Now Playing: TotK, AW, DW:NO
Last Watched: The Last of Us, Secret Invasion
I tend to stick with a language (like C, C++, Rust, Go, or Zig) and a simple multiplatform library (like SDL, SFML, Macroquad, or Ebitengine). It takes me longer to actually make something, but I enjoy the coding aspect more than navigating the engine interface. It's easier to reason about performance as there is less abstraction and the games I tend to make typically end up as extended tech demos anyway.

I have considered using Godot or Defold, but I'm not a fan of the scripting languages. I know it's possible to use other languages with Godot, but they don't have as much support. Right now I'm most excited about the development of SDL3 and I hope to make a game with that and Zig at some point in the future.
https://imgur.com/a/FU9H8 - https://i.imgur.com/ZkQRDsR.png - https://i.imgur.com/2x2gtgP.jpg
1337toothbrush posted...
I have considered using Godot or Defold, but I'm not a fan of the scripting languages. I know it's possible to use other languages with Godot, but they don't have as much support. Right now I'm most excited about the development of SDL3 and I hope to make a game with that and Zig at some point in the future.
this is sort of where Im at with sticking with unity

Im still in the process of learning Dart/flutter for my job, so using unity, which is an interface I know, and C#, a language I know, keeps me from being overwhelmed with new stuff

buddah86 posted...
The more news of devs laying off staff at a very rapid rate, the more game dev sounds like a hugely risky endeavour.

Apparently the tech field is in a similar state.

So maybe super indy is the way to go, but wouldn't he a sure bet on making stable money.

Food for thought.
Yeah. Im trying to be realistic and just understand that even baby steps towards something is progress. I have a lot of time, and in the meantime my family is very comfortable financially.
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Bah, I just decided to roll my own.

Main reason was curiosity. Like, how involved can it really be.

The other reason was, I don't want all the bloat that comes with using someone else's software. There are what more or less amount to SNES games over on Steam that still require gigabytes of disc space and non-potato machines for no reason except, "well, that's what Unity requires lol."
Questionmarktarius posted...
still searching for a random-access RNG algo.

I just need consistent rand(seed, iteration) without having to actually iterate.
You should try to understand why this doesn't exist.
RetuenOfDevsman posted...
Bah, I just decided to roll my own.
I'm messing around with plain old HTML/CSS/JS. You can do quite a bit in a browser itself these days.

BewmHedshot posted...
You should try to understand why this doesn't exist.
because the RNG reseeds itself with the last rand.
1337toothbrush posted...
I tend to stick with a language (like C, C++, Rust, Go, or Zig) and a simple multiplatform library (like SDL, SFML, Macroquad, or Ebitengine). It takes me longer to actually make something, but I enjoy the coding aspect more than navigating the engine interface. It's easier to reason about performance as there is less abstraction and the games I tend to make typically end up as extended tech demos anyway.

I have considered using Godot or Defold, but I'm not a fan of the scripting languages. I know it's possible to use other languages with Godot, but they don't have as much support. Right now I'm most excited about the development of SDL3 and I hope to make a game with that and Zig at some point in the future.
SDL3 is gonna come out in like 2200. I was able to implement the functionality I wanted from it in the time it sat on 38%. And that involved writing my own Ada bindings to OpenGL, lol.
I believe this is still accurate.

https://www.sandraandwoo.com/2012/11/19/0430-software-engineering-now-with-cats/

I am the Hunter of Topics. My post never fails to kill its prey.
*pounces* Nyaa!
Questionmarktarius posted...
I'm messing around with plain old HTML/CSS/JS. You can do quite a bit in a browser itself these days.

because the RNG reseeds itself with the last rand.
After playing around with GameMaker back in the stone ages, my second round of attempts at gamedev adopted this strategy. Using the canvas element (which was pretty new at the time), I was able to put together something kinda decent--even if tiny--in just a couple of days.

But I always lost interest in those kinds of things. My theory was that it was too easy. I've gotten a ton more done since I started from scratch.
Sephiroth_C_Ryu posted...
I believe this is still accurate.
The important part:

https://gamefaqs.gamespot.com/a/forum/f/fb2bc669.png

Clients never know what they actually want , just what they don't like.
Post #26 was unavailable or deleted.
Sephiroth_C_Ryu posted...
I believe this is still accurate.

https://www.sandraandwoo.com/2012/11/19/0430-software-engineering-now-with-cats/
I always liked this one:
https://youtu.be/BKorP55Aqvg?si=xSLFdFDxGcKXvHCx
I do have a janky random-access rng algo that looks random, but it obviously isn't. May be close enough for my needs.
http://platitudinous.net/dungeon/rng

Basically double-seeded, with some goofy division and exponents going on, then multiply by pi and truncate the whole-number part.
I can't get to the code right now, but I'll post the important part this evening.
Questionmarktarius posted...
still searching for a random-access RNG algo.

I just need consistent rand(seed, iteration) without having to actually iterate.
You know, actually, you could try perlin noise. It's normally used for textures but the algorithm can be defined for one dimension.
I've been trying to delve into the indie dev scene myself. I have to learn basically everything so it's a slow process. The part I still don't quite grasp is the coding part, even with Godot's default scripting language.
Game collection: http://www.backloggery.com/bakonbitz
Gaming channel: https://www.youtube.com/channel/UCwVQm69J7bGScbv3_50C0dA
RetuenOfDevsman posted...
You know, actually, you could try perlin noise.
that looks way more complicated than the jank I have now, and I don't think bitshifting is useful in js.
I'm using Unity and don't plan on changing to anything else. I use scriptable objects for tons of stuff, and Unity's scriptable rendering is too flexible for me to want to switch.
If Unreal has a scriptable object equivalent, then I might change to that (especially considering Unity's recent hiccups) since I know Unreal is also very flexible when it comes to taking control of the rendering pipeline.
Godot? Not quite there yet for my wants or needs, especially on the rendering side of things
?
BakonBitz posted...
I've been trying to delve into the indie dev scene myself. I have to learn basically everything so it's a slow process. The part I still don't quite grasp is the coding part, even with Godot's default scripting language.
Basic coding is not super hard but it does require a certain ability to do abstract reasoning and break down problems into parts that doesn't really seem to click with a lot of people. I dunno how much this will help you but maybe try (before writing any actual code) just taking the thing you're trying to do and try to describe all the smaller parts that come together to make that thing happen in just plain language. Can help make sure you aren't forgetting any pieces or doing extra unrelated stuff

BucketCat posted...
I'm using Unity and don't plan on changing to anything else.
Are you making 3D or 2D? I think this is the first time I've seen someone so concerned about the renderer in particular
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Questionmarktarius posted...
Clients never know what they actually want , just what they don't like.
And if you are a contractor/consultant, you get paid either way!
The thing thats a real blocker for me is asset creation.

even just making something simple is difficult and time-consuming.

really need to find some good lessons for that
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
kirbymuncher posted...
Basic coding is not super hard but it does require a certain ability to do abstract reasoning and break down problems into parts that doesn't really seem to click with a lot of people. I dunno how much this will help you but maybe try (before writing any actual code) just taking the thing you're trying to do and try to describe all the smaller parts that come together to make that thing happen in just plain language. Can help make sure you aren't forgetting any pieces or doing extra unrelated stuff
It's good advice, I think. I essentially get all the main functions in GDScript it's just stringing things together that keeps getting me. Luckily it does have some kind of guidance system though.
Game collection: http://www.backloggery.com/bakonbitz
Gaming channel: https://www.youtube.com/channel/UCwVQm69J7bGScbv3_50C0dA
GDScript is another thing that gives me pause about Godot

I dont really know python and i dont want to learn a language that is specifically for one use

i hear it also supports C# but that integration is less than ideal?
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
TheGoldenEel posted...
GDScript is another thing that gives me pause about Godot

I dont really know python and i dont want to learn a language that is specifically for one use

i hear it also supports C# but that integration is less than ideal?
I'd prefer C# over Python.

Working on a Faster Language is better overall for yourself and your programs performance IMO.

https://benchmarksgame-team.pages.debian.net/benchmarksgame/box-plot-summary-charts.html
https://gamefaqs.gamespot.com/a/forum/e/eee36c38.jpg
Python is fairly slow compared to C# for similar tasks on the same hardware.
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Kamen_Rider_Blade posted...
I'd prefer C# over Python.

Working on a Faster Language is better overall for yourself and your programs performance IMO.

https://benchmarksgame-team.pages.debian.net/benchmarksgame/box-plot-summary-charts.html
https://gamefaqs.gamespot.com/a/forum/e/eee36c38.jpg
Python is fairly slow compared to C# for similar tasks on the same hardware.
If you want the fastest language thats not a pain to write in, you should be using Rust.
https://store.steampowered.com/wishlist/profiles/76561198052113750
PraetorXyn posted...
If you want the fastest language thats not a pain to write in, you should be using Rust.
I'm a C++ guy since the old days, so I'll stick with that.

But I can understand why people like Rust, lots of internal safety mechanisms built into the language and is C & C++ adjacent and nearly identical in syntax.

C# should really be there to swat down languages like Python & Java.

Julia should eventually replace Fortran
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Kamen_Rider_Blade posted...
I'm a C++ guy since the old days, so I'll stick with that.

But I can understand why people like Rust, lots of internal safety mechanisms built into the language and is C & C++ adjacent and nearly identical in syntax.

C# should really be there to swat down languages like Python & Java.

Julia should eventually replace Fortran
I developed SharePoint in C# for 7 years, and Ill take Python over it or Java any day.
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Kamen_Rider_Blade posted...
I'd prefer C# over Python.

Working on a Faster Language is better overall for yourself and your programs performance IMO.

Python is fairly slow compared to C# for similar tasks on the same hardware.
reason I brought up Python is my understanding is GDScript is based off it, so picking it up would take longer for me compared to something like C#
BLACK LIVES MATTER
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TheGoldenEel posted...
reason I brought up Python is my understanding is GDScript is based off it, so picking it up would take longer for me compared to something like C#
If you understand C or C++, getting into C# should be cake for you.
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
On the subject of languages though. Being a mobile developer I do most of my work in Dart and Kotlin now which have so many convenience features that Ive grown accustomed to
BLACK LIVES MATTER
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PraetorXyn posted...
I developed SharePoint in C# for 7 years, and Ill take Python over it or Java any day.
What is it about C# that you don't like?
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Kamen_Rider_Blade posted...
What is it about C# that you don't like?
Too dependent on Windows and .NET.
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I mostly use RPG maker on and off, haven't really done much except implement a few systems here and there. I wanted to make a crpg style game with stats and rolls and the systems are there I'm a bit lazy on actually doing the work lol

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PraetorXyn posted...
If you want the fastest language thats not a pain to write in, you should be using Rust.
yeah Rust is only a pain to compile in.
RetuenOfDevsman posted...
SDL3 is gonna come out in like 2200. I was able to implement the functionality I wanted from it in the time it sat on 38%. And that involved writing my own Ada bindings to OpenGL, lol.
Right, I can accomplish what I want without SDL (or SDL2 + handling my own graphics subsystem) but I just like the user experience of simply sticking to what it offers. Handles all the multiplatform issues for me and will have bindings to multiple graphics APIs. Supposedly Apple will be dropping support for OpenGL, for example. All I want is the ability to write vertex and fragment shaders (compute shaders would be a great bonus) and have that work on multiple platforms.
https://imgur.com/a/FU9H8 - https://i.imgur.com/ZkQRDsR.png - https://i.imgur.com/2x2gtgP.jpg
PraetorXyn posted...
Too dependent on Windows and .NET.
You can always use Mono

https://en.wikipedia.org/wiki/Mono_(software)

If you want to develop on non Windows platforms.

It's the OpenSource .NET FrameWork version of C# for Multi-Platform support.
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Current Events » Software and game development/programming topic
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