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.
You can always use MonoIm 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://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.
I dont really know python and i dont want to learn a language that is specifically for one useit'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'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: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)
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.
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
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++
Are you making 3D or 2D? I think this is the first time I've seen someone so concerned about the renderer in particular3D, and yeah most people probably don't give it much thought beyond "do I want a stylized look, or a more realistic look?"
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 makeI 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
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.Yeah Id rather make something thats mine even if its crummy
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.
function rarand($seed1, $seed2, $iteration){
$rarand = ($seed1 * $iteration) / ($seed2 / $iteration) * 3.14159;
$rarand = $rarand - floor($rarand);
return $rarand;
}
My new year resolution is learning Godot.how bloaty is it?
<canvas>
. I've messed with it before, doing pie charts, but never really bothered to go past that.
how bloaty is it?I'm not that far yet. I was messing around for a few days and then Covid hit me hard.
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.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
Has anyone had any success using generative AI to create meaningful code for you?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.
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
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.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.
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.
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.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
It was dealing with my OpenGL binding, which lemme tell you, OpenGL calls are the most bizarre thing in the universe.
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