Software and game development/programming topic

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Current Events » Software and game development/programming topic
1337toothbrush posted...
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.
That's definitely one benefit to waiting around for 3.

And yeah, I wouldn't dream of not using SDL2 or something similar. My binding is actually built on its calls to set up OGL.
Kamen_Rider_Blade posted...
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.
Im aware, this was literally my job for almost a decade. Its not where near as feature complete or powerful on other platforms, or at least it wasnt in around 2017 when I transitioned to UU development in Angular.
https://store.steampowered.com/wishlist/profiles/76561198052113750
TheGoldenEel posted...
I dont really know python and i dont want to learn a language that is specifically for one use
it's definitely python-inspired. I'm not sure how much knowing python or not helps since I've used python for years before trying godot and I can't really purge the knowledge from my mind to imagine what it would be like without it.

I will say though that using godot without gdscript feels like you're doing it wrong. Not that it's impossible, but the scripting language is clearly designed to fit into the engine itself in a clean, concise and simple way, and if you're really attached to C# you'd probably be happier with unity
THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF
Post #54 was unavailable or deleted.
BoomerKuwanger posted...
I'm also an application developer who wants to make games, but it seems like a path that's fraught with pitfalls. The way I understand your options (aside from abandoning the dream altogether) are:

1. Try to get a job at a big studio where you're gonna be taking a pay cut to get treated worse and only be working on a small unit of a game.
2. Make a game in SOME of your free time and be prepared for it to take ~10 years
3. Make a game in ALL of your free time and be prepared for it to take 5+ years
4. Quit your job and make your own game full time, hoping it only takes about 3 years

I think 1 is out of the question for me because I already have a pretty cushy job. 2 and 3 require you to really have a long view and be willing to sacrifice doing a lot of things you enjoy. 4 could work if you have a huge savings or are able to crowdfund it, but both are unlikely for most people. Plus any of 2-4 you then have to hope it somehow sells in the very vast sea of indies.
Yeah 2/3 is sort of what Im going for. Another option that I feel is possible is making a vertical prototype of a game that is really good, and going to my network of friends and acquaintances, or even the internet to see if there is interest in making it a full game. The Kickstarter/indiegogo route (without necessarily relying on those sites)
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Post #56 was unavailable or deleted.
BoomerKuwanger posted...
The way I understand your options (aside from abandoning the dream altogether) are:
Try out option 5: make a game in SOME of your free time, finish it in a month or so, and then if you like how it turned out make a sequel / extra levels / etc and if you don't like how it turned out then make something entirely different. And yes, this implies the game is small. if you take 10 years to finish your game you will never finish anything, you won't even remember what you were trying to make

BoomerKuwanger posted...
But it would be cool to use a lower level language (even though I don't know C or C++ that well right now), but some of the popular engines look like they don't even let you.
You know, it's not like game engines just do stuff totally at random, and there's a reason that most enines aren't having you write in C or C++ (it's because they suck and are only appropriate for a narrow selection of use-cases). When the scripting is minimal, this is GOOD because it means a lot of the gritty details are being handled by the engine itself, and by virtue of being written by multiple programmers who are probably on average better at coding than you or me over a long period of time, the engine will almost certainly handle all of these far better than you would handle them yourself

performance is not really something you should be worrying about here I think. You are far more likely to have performance problems due to incompetence than due to choice of engine
THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF
Post #58 was unavailable or deleted.
2D has a lot of free use assets (or you could just sprite rip! who's gonna stop you you're a nobody making no-name games). I'm not sure if it's as easy in 3D land
THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF
Post #60 was unavailable or deleted.
I don't really feel all that comfortable using ripped assets personally (including free ones), unless it's for a fangame / clone of an existing IP. Sound effects are somewhat a special case for practicality reasons, but artwork it just feels like I'm being lazy.

I'd rather use poor quality placeholders, and if I ever get a project nearing the point I could consider actually selling it, I'd look into hirig an artist at that point. Or perhaps at that point make the effort to make good stuff.

That's just me though, and I know a lot of devs couldn't care less about this point as long as it fits.
Chicken butt.
I'm the same way, I don't really want to use already existed assets unless it's specifically from a free-use asset library. It just doesn't quite feel right to me.
Game collection: http://www.backloggery.com/bakonbitz
Gaming channel: https://www.youtube.com/channel/UCwVQm69J7bGScbv3_50C0dA
Post #63 was unavailable or deleted.
kirbymuncher posted...
Are you making 3D or 2D? I think this is the first time I've seen someone so concerned about the renderer in particular
3D, and yeah most people probably don't give it much thought beyond "do I want a stylized look, or a more realistic look?"
I just really enjoy tinkering with shaders, weird rendering methods, and stuff like that so having flexibility is something I really value. it's like the scriptable objects, I like them not because they're the best implementation for things, but because they're fun to mess around with. like, it's very quick and easy to make a pluggable FSM with scriptable objects where you can just drag and drop new states/behaviours
probably not great for getting things done, but still really fun to just mess around with stuff.

?
kirbymuncher posted...
Try out option 5: make a game in SOME of your free time, finish it in a month or so, and then if you like how it turned out make a sequel / extra levels / etc and if you don't like how it turned out then make something entirely different. And yes, this implies the game is small. if you take 10 years to finish your game you will never finish anything, you won't even remember what you were trying to make
I mean, Ive made practice games that I spent a bunch of time on. But at a certain point you want to make the game you want to make

Trumble posted...
I don't really feel all that comfortable using ripped assets personally (including free ones), unless it's for a fangame / clone of an existing IP. Sound effects are somewhat a special case for practicality reasons, but artwork it just feels like I'm being lazy.

I'd rather use poor quality placeholders, and if I ever get a project nearing the point I could consider actually selling it, I'd look into hirig an artist at that point. Or perhaps at that point make the effort to make good stuff.

That's just me though, and I know a lot of devs couldn't care less about this point as long as it fits.
Yeah Id rather make something thats mine even if its crummy
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Here's that janky random-access random function:

function rarand($seed1, $seed2, $iteration){
$rarand = ($seed1 * $iteration) / ($seed2 / $iteration) * 3.14159;
$rarand = $rarand - floor($rarand);
return $rarand;
}

I'm still working on my romhack which I know is not quite the same thing, but still video game development somewhat. Luckily, some people have finally begun spreading my work around and recommending it to others. Very cool.
~Bird Pokemon Master~
Latest Pickup: Haven't bought anything recently
My new year resolution is learning Godot. I was going through the docs for a few days but took a week+ long break due to having Covid. I'm finally getting over it so hoping to get back this weekend.
FAM FOREVER | https://iili.io/HSJO4Uv.jpg
SomeLikeItHoth posted...
My new year resolution is learning Godot.
how bloaty is it?

I think I may finally stop putting off figuring out <canvas> . I've messed with it before, doing pie charts, but never really bothered to go past that.
Questionmarktarius posted...
how bloaty is it?
I'm not that far yet. I was messing around for a few days and then Covid hit me hard.

I just want to make a simple idle game.
FAM FOREVER | https://iili.io/HSJO4Uv.jpg
Has anyone had any success using generative AI to create meaningful code for you?

Ive tried to use it a bit to help with menial tasks, or to summarize documentation, and it doesnt seem to have helped

i wonder if its just because I dont know how to ask the right questions though
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
TheGoldenEel posted...
Has anyone had any success using generative AI to create meaningful code for you?

I managed to get code that compiled and ran without errors but it didn't seem to do anything. Obviously I know it had to have done something but it didn't have any effect. The old standard "alert('here');" just didn't fire off when expected.
It says right here in Matthew 16:4 "Jesus doth not need a giant Mecha."
https://i.imgur.com/dQgC4kv.jpg
Tyranthraxus posted...
I managed to get code that compiled and ran without errors but it didn't seem to do anything. Obviously I know it had to have done something but it didn't have any effect. The old standard "alert('here');" just didn't fire off when expected.
Im just trying to get it to write simple functions in Flutter (which Im not totally familiar with yet) and I cant get it to use that
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
does anyone have any good resources they'd suggest for learning proc-gen? not necessarily terrain proc-gen that uses noise maps, kinda looking for a procedural dungeon mapping that uses pre-made rooms as the base. in Unity, 3D.

I've been thinking about learning this for a while, and I'm a bit burnt out with my current project so I thought making a little dungeon map generator might be a fun break.
?
I basically can't program and am basically a few steps removed from the fun parts of making a turn-based roguelike. The good thing is you don't have to remember everything all the time. I don't even know what was the latest problem, haven't touched it in some time.

TheGoldenEel posted...
Has anyone had any success using generative AI to create meaningful code for you?

Ive tried to use it a bit to help with menial tasks, or to summarize documentation, and it doesnt seem to have helped

i wonder if its just because I dont know how to ask the right questions though
Sort of. I had a problem I just couldn't fix, and asked Google's Bard, who actually managed to generate code that (after I adjusted an obvious syntax error) got me past it.

It was dealing with my OpenGL binding, which lemme tell you, OpenGL calls are the most bizarre thing in the universe.
BucketCat posted...
does anyone have any good resources they'd suggest for learning proc-gen? not necessarily terrain proc-gen that uses noise maps, kinda looking for a procedural dungeon mapping that uses pre-made rooms as the base. in Unity, 3D.

I've been thinking about learning this for a while, and I'm a bit burnt out with my current project so I thought making a little dungeon map generator might be a fun break.
Not really. I've done some of it myself as an experiment, but there's not really a strategy to it. More than anything, it's about knowing what you want and figuring out how to get an RNG to make it.

For example, if I were working on a really simple dungeon map generator, I'd start by parameterizing out a number of hard rooms, a number of large rooms, and a number of total rooms. Then it would roll to decide whether any of the large rooms and hard rooms get to be the same room. Then I'd randomly generate a tree of roomdata objects that has stats like large/small and easy/hard. The edges of the tree would of course be doorways and the root would be the entrance. Then you just make rooms of a size that falls into a particular range for small or large, as relevant, and throw in easy or hard enemies, as relevant. At the ends of every path, you put the goal/boss or some money or something.

Also, I like this strategy I found for generating a random tree: you start with an array of nodes that have your target element (in this case, a roomdata) and a pointer to its parent. And you just have them all point to a node with a smaller index. You can set a minimum depth by making sure the previous index is no more than a certain number of indices ago. Guaranteed for each node to be reachable from the root, and it'll usually give you some branches instead of just a linked list. Only thing is you have to follow the pointers backwards.
RetuenOfDevsman posted...
Sort of. I had a problem I just couldn't fix, and asked Google's Bard, who actually managed to generate code that (after I adjusted an obvious syntax error) got me past it.

It was dealing with my OpenGL binding, which lemme tell you, OpenGL calls are the most bizarre thing in the universe.
at work we have to use enterprise copilot with bing. Powered by open ai I think? In any case it never has been able to get me anywhere close to an answer
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Does anyone know of any good open source resources to do some simple layout and concept design?
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Almost done working through the movement controller tutorial from that catlikecoding link I posted earlier

its a really impressive set of instructions and I love how customizable the final product is. Really allowed me to create 3D movement that feels good rather than relying on Unitys built in physics
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
TheGoldenEel posted...
Does anyone know of any good open source resources to do some simple layout and concept design?
Bumping this. Not sure I found what Im looking for yet

id like to be able to draw out general level design with a tool more powerful than paint
BLACK LIVES MATTER
Games: http://backloggery.com/wrldindstries302 \\ Music: http://www.last.fm/user/DrMorberg/
Current Events » Software and game development/programming topic
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