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I cant blend 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
Graphics Debugger: https://renderdoc.org/

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Previous: 108525178
+Showing all 370 replies.
>>
>>108552924
you had one job
>>
Nobody cares about graphics or music. What they care about is the impeccably designed private header files you crafted for your game engine.
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Use C.
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>>108553337
first time baking. Be gentle autist sempai.
>>
can you even properly play midi files on modern hardware or does it just go through 15 levels of emulation
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>>108553750
You know that MIDI files sounded different on every sound card right? There's no "authentic" sounding MIDI
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>>108553755
you can just say you don't know instead of going off on tangents
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>>108553761
The answer is yes because the idea of "emulating" MIDIs makes no sense
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>>108553765
midi is a standardized instruction set
old audio hardware could directly accept those instructions and generate audio signals from them
modern hardware uses software layers to convert those instructions into something that the hardware can actually understand (aka emulation)

maybe fact check yourself with chatgpt next time before embarrassing yourself on the internet
>>
emulate deez
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>>108553774
jesus christ this post smells of curry
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>>108553781
you bloody bastard bitch fuck your mother!
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>>108553750
Integrated audio chips dropped midi support around Windows XP era. Unless you have a discrete audio card, any midi playback these days is done in software. Anyways even in software it's trivial, you can even write your own midi system. Just be careful with soundfont licenses.
>>
I only realized now I wanna make games and I'm in my late 20s now. Its done I'm done. I don't know anything and have zero skills. Some people are just like that. They realize it too late. And they suffer for it. I deserve to suffer. I deserve everything that's happening to me. Why the fuck I didn't realize what I wanted to do AT 16 LIKE EVERYONE ELSE. goddamn man I deserve to go back in time.
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>>108553787
kek
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>>108553963
but transsexuals are the most likely to vibe code and yet they've never produced anything of value
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>>108553967
>transsexuals are the most likely to vibe code
LGBTQ+ adults, particularly transgender individuals, express the highest levels of concern regarding AI, with 95% worried about the removal of human oversight in safety systems and 94% concerned about bias in content moderation.
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I wish the internet was age restricted
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every vibe coder I've ever seen has been brown or transsexual or both
>>
With AI you win
>>
>>108553984
brown maybe even furries but trannies are extremely vocal against AI
you're making shit up. trannies are the most likely 'person' to be vocally against AI
>>
>>108553991
#1 you're generalizing based on the handful of transsexuals that you follow on bluesky
#2 you can't even tell if someone is transsexual just by looking at them, some of your favorite devs might secretly be transsexual, maybe even a family member or that girl you used to date
>>
>>108554001
Sure, bud.

https://www.lgbttech.org/post/bias-privacy-and-promise-what-lgbtq-adults-say-about-ai
https://www.forbidden-colours.com/wp-content/uploads/2024/01/240130-Report-on-LGBTIQ-AI.pdf
https://www.correlation-one.com/blog/llgbtq-people-ai-algorithmic-bias-harm
https://link.springer.com/article/10.1007/s43681-024-00423-8
>>
>>108554013
you are obsessed
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>>108554017
Yeah, check my pronouns in bio and leave your hate speech at the door, chud.
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>>108554013
mental illness
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>>108554026
I'm pretty sure he's joking. They're the most obvious people on earth to spot and if they don't look it they for sure will tell you with flags and pronouns.
>>
>>108554026
>>108554032
Actually the people who believe this are primarily gooners who still in 2026 do not understand that the man they are gooning to is using an AI filter to make their face look like a Korean vtuber.
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>108554044
bad b8, m8
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>>108554050
saar...
>>
>>108554050
Anon, even the biological women you fap to on OF have been using face swap and instagram filter shit for a decade now.
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>>108553694
die
>>
>108554074
>>
>>108553774
>>108553761
you sound retarded and heres why

hardware implementations of midi are as arbitrary as the software implementations

there is no one standard sample set, you are ignorant as fuck and dont know how to use google
>>
everything is so fake and gay now... my game will be the only thing that's real... gamers will love it...
>>
so why come the AI isn't directly generating insanely optimized assembly code? why is it generating high level abstract programming languages that were only invented to make programming easier for humans?
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>>108554122
use case?
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>>108554129
video games running 100 times faster than anything a human could produce
>>
>>108554122
>>108554137
Is this the same guy making every retarded post in this thread?
>>
>>108554137
use case?
>>
>>108554122
Where would they steal enough assembly source code to train the model?
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>>108554165
>assembly source code
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>>108554168
You are retarded.
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>>108554184
you were being sarcastic right
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>>108554195
Go ask ChatGPT to educate you.
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>>108554199
this thread isn't your designated shitting street bro
>>
The only book you will ever need.
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>>108554525
nerd, i learned from the quake source code
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>>108554525
damn, Imma write some blazing fast unix games with those hot tips
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>>108554525
made my own graphics/network/game engine in C++ / OpenGL, I feel like people optimize way too much for their solo projects. Implement first, and go back and optimize when needed. You'll speed up your process tremendously. probably doesn't hurt to read that book though.
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>>108554577
You're assuming these people complete projects instead of just writing an ECS system and half a renderer and calling it quits
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>>108554577
99% of optimization is just understanding the task you're actually trying to perform and using the right data structures for it. Structuring your project sanely from the start isn't what they mean by "premature optimization".
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>>108554588
optimization is a refinement process
>>
wtf my dumb chess ai just beat stockfish 10-0
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>>108554525
Skimmed through it on archive. The sections on tooling are completely deprecated. It has a good summary of basic optimization strategies which were probably novel to a lot of people in 1992, but are either obsolete or common knowledge in current year.

Could be useful if you were doing something like retro console dev where your compiler probably sucks or you might even be using assembler.
>>
>>108553600
zoom zoom here, how far back would you have to go for a computer to take 2 seconds to increment a variable 30,000 times? when was this written, and what book was it published in?
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>>108554850
qbasic in the 90s was that slow
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>>108554850
if it's trying to sell the reader on c and using basic as a reference point, combined with those values, my guess would be around 80-84
>>
>>108554553
>quake source code
games like doom and quake are more remarkable for the performance of their rendering algorithms which is going to be lost on you unless you have a computer science background, the programming itself isn't particularly amazing, doom at least has a lot of hacks and ub (intentional and unintentional) that you'd want to avoid

about the only game I often hear as some kind of "holy grail of programming style" is doom 3, which is otherwise completely unremarkable as a game, and from what I can tell it's mostly just c++ programmed by someone who clearly wanted to be using c
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>>108554859
>>108554964
thanks anons :)
>>
dx12 is prounced dicks12
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>>108555329
For me it's Dicks Eleven
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>>108553985
This
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>dx1-4 is lost media
sad
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how can raytracing improve my 2d pixelslop "game"?
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>>108555732
>how can this technique which is by definition only applicable to 3D help my 2D game
>>
Is this book even real? Nobody seems to know for sure and it's not on any of the piracy sites.

Note it's the 2nd edition supposedly released in 2025.
>>
>>108555732
Better lighting.
>>108555753
>only applicable to 3D
No?
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guys I had an idea
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>>108555958
>frank luna
so it'll be the same baby's first introduction to matrix algebra he's copy/pasted word for word in every book for the past 30 years, followed by the complete text of the 1st edition, followed by a note that you can also do raytracing now
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>>108556114
why have you read multiple editions of the same book?
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>>108556242
>why would a professional game programmer be familiar with every resource on game programming
you are ngmi
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>>108556261
it's for beginners
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>>108556269
and? there's like 5 non-ai generated gamedev books released in a decade, you spend the 10 minutes to skim them

you are ngmi
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>>108556295
>you spend the 10 minutes to skim them
why?
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>>108554083
Do it faggot
>>
raylib basic window hello world from c++ with all the reasonable optimizations enabled only uses 28mb of memory, might try to slop out a game with this and see how it performs
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>>108555958
yea i have it, its a very minimal introduction to dx 12, half of which is copy pasting "call this function with these parameters. heres what the arguments are, copied directly from msdn, without explaining why we use his choices" and the other half being copy pasted from his previous books
its barebones and piss poor if you want to make an actual engine
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>>108553891
Neuroplasticity be damned, just learn2code. I think I did my first python tutorial at ~23 and now I'm 26 and I'm making the autism engine of my dreams in C. No classes, just check out the book from your library and google shit if you don't understand
wagmi
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>>108557067
No, I won't. Stop trying to convince me to do it your way.
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>>108553891
>late 20s
Wow truly you are a senior citizen, have you been checking out nursing homes yet? Shut the fuck up retard, you're just coming up with excuses to avoid hard things.
>Why the fuck I didn't realize what I wanted to do AT 16 LIKE EVERYONE ELSE
The vast majority of people don't realize what they want to do in life even at 61.
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>>108555958
>>108557065
https://learn.microsoft.com/en-us/windows/win32/direct3d12/directx-12-programming-guide

Literally all you need. Everything is described in autistic detail, it has links to dozens of sample projects that show you how to use every feature, and it even has the full source code to "MiniEngine" or whatever it's called that you could literally git clone and make a game in if you wanted. Literally the only thing a book could provide is half assed paraphrasing.

If you can't follow it, you don't need a DX12 book, you need a C++ book and probably experience actually building projects, Windows programming, and using libraries.
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>>108557092
theres more to a game engine than the renderer
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>>108555958
Its literally the 2nd result on google when you search "3d game programming with directx 12"
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>>108557104
Why are you even in this thread? DirectX provides every single feature you need to make a game. Direct3D is just one component.
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>>108557092
i pirated it, and only did so because i hoped it would focus on how to effectively use all the new tech, without the clutter in other sample projects. unfortunately he glossed over async command list generation, parallel queues, and using fences for async resource generation. oh well, at least i didnt spend a single cent on some pretend programmer giving a tldr of the msdn docs for like 20 or so functions
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>>108557145
>DirectX provides every single feature you need to make a game
no it doesnt
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you ever wish you could go back to 2006 but with all the knowledge you have now about gamedev
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>>108557175
does bitcoin count as gamedev knowledge?
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>2006 was 14 year ago
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>>108557175
i released my first game in 2001
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>>108557208
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Trying to do terrain generation purely via simplex noise and fractal brownian motion. The goal is to be able to easily zoom in so I don't need to work much on the small-scale terrain.
Current approach is small-frequency continent+plains mask, high-frequency hills mask and a ridged-fbw mountain mask.
The plains and hills stuff looks good, but the coastline and continents in general kind of suck.
I tried to do a continent-seeding thing where I randomly seed the continents and add another mask for that but it doesn't seem to work well, at least not how I wrote it.
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>>108557035
huh raylib seems to have some issues at least on my machine, first of all fullscreen borderless windowed mode blinks black whenever focus shifts to or away from it, second the window is always drawn on top of all other windows when in borderless windowed mode which kind of defeats the purpose, and third it seems to have intermittent hitching in all modes even with vsync enabled and regardless of whatever you set the target fps to

I'm guessing all these issues stem from the cross platform window library it uses but it doesn't really expose a lot of functionality to fix it
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>>108554989
>which is going to be lost on you unless you have a computer science background
Yeah bro you need a college degree to research things. I learned just fine with it by porting the engine over to directx 9 a long time ago. I just did hands on approaches with everything. most efficient way to learn? maybe not but it was the most practical. Now it doesn't even matter.
>>
Thought up a system for multi-threading my engine, but after doing the math it's the draw calls taking up the vast majority of execution time. In DX11 they cannot be dispatched in parallel.
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>>108557531
nvidia control panel, 3d settings, vulkan / opengl present mode (bottom of list) -> set to DXGI
I don't know how AMD or intel behaves by the way.
You can emulate OpenGL ontop of DirectX to get the same effect without needing to tell users to toggle this option.
I bet Raylib has an option to select a OpenGL es backend (it seems you need to build it), so then you can just use Angle (NOTE, GL ES can be loaded from the OPENGL profile AKA through WGL, OR it could be loaded directly from GL es binaries, AKA you need to load libGLESv2.dll (which requires libEGL.dll instead of WGL) not opengl32.dll inside system32 for Angle to work), which means that it might be impossible for Raylib to use Angle unfortunately. I just copy the DLL's from chrome/edge.
You can use Mesa3d which should "just work" by putting the DLL's beside the binary (uses d3d12 by default, zink is SLOW), it works with Desktop GL, but it's a lot larger (~100mb).
https://github.com/pal1000/mesa-dist-win
Also I was going to write a long essay about how this problem is not related to Independant Flip, but it turns out that in windows 11 all DX11 applications (including Angle) will use independant flip, and it seems like intel presentMon shows "compose: Copy with GPU GDI" incorrectly for Angle, when it's probably does use Independant Flip.
System > Display > Graphics > Change Default graphics settings > "Optimizations for windowed games".
However... when I use angle with "EGL_DIRECT_COMPOSITION_ANGLE" (SDL+hint) which shows "Composed: Flip" in presentmon, it does feel a little bit different (while resizing the window), but I don't see any FPS increase in particular from my testing.
Also while resizing the window, I usually see a black section of the window, this is probably a OpenGL issue. But when I use angle with vulkan selected, it fixes it (but it lacks Flip, and there is one bug that breaks the windowed mode if you press the windows button while in fullscreen, so I don't use the vulkan backend).
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>>108558795
*OH I deleted my post because I thought raylib rlgl was not a header only library. But it does mean you can't switch between deskop and Angle GL which I think is pretty lame. L on raylib for that because from my testing, 99% of GL ES is compatible with Desktop GL, you don't need different functions (but I think this is more of an issue with GLFW than raylib).
Yes you can just set #define GRAPHICS_API_OPENGL_ES2
and Angle will be loaded if you copy the DLL's.
>>
How annoying is it to make an engine that can be compiled for the web AND desktop?

I think WASM doesn't have the ability to allocate memory at all, there's just a big chunk of memory you have to live with. OpenGL-ES also doesn't support persistent buffers. That's all I know.
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>>108559199
I mean you could always do it the other way around, an engine built on web tech that is also usable as a desktop application with Electron / Tauri
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>>108559196
>but I think this is more of an issue with GLFW than raylib
*it's not, nevermind. GLFW isn't the problem. It's just the raylib API requiring macros to set the GL to ES.
>>108559199
It's really annoying. Also persistant mapping can mean 2 things, you could be talking about glMapBuffer, which isn't real on emscripten, it just uses scratch buffer using malloc. And persistent memory that has a ton of fences manual synchronization and stuff (GL ES 3.1 might support it, with EXT_buffer_storage, but webgl will probably never support it). But that feature seems to be purely made for multithreadded rendering (AKA, everything in opengl is not thread safe, except fences and sync objects, so you can just write to that buffer on another thread as fast as you need, while the main thread does all the draw / state execution).
The first big problem is that itch.io and github pages will not give you a site that has the HTTP header that lets you use SharedArrayBuffer (required for threads to share memory) and precise timers (default timers are only 10ms accurate or something), specifically you need a secure context and cross-origin isolated. So you need to host your game on your own server which will make the $100 steam fee (that is refunded after $1000) look very cheap.
The #1 problem is that I personally feel that webgl just feels sluggish no matter what you do. webgpu won't fix it, nothing can fix it. Also different browsers run wasm / webgl differently. The sluggishness matters a lot if you intend on making a game that is 3D or has effects following your mouse cursor / drawing. But you can treat the web version of your game as a demo, in theory.
Webgpu is for compute shaders. webgl has feedback transform which isn't great. both webgpu and webgl are both missing geometry /etc shaders, and I don't know if webgpu will ever get those shaders since I think there is more hype around webgpu AI's.
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>>108559446
>you need to host your game on your own server
That's only a problem if you have bloated AAA assets, haven't seen anyone here make a game like that.
>webgpu
Isn't that just a wrapper on top of webgl? That's what I read when I looked into it, but I immediately lost interest so maybe I didn't read enough.
>precise timers
I had the impression that requestAnimationFrame is similar to vsync.
>will not give you a site that has the HTTP header that lets you use SharedArrayBuffer required for threads
??? What's even the point? That seems like it defeats 99% of the purpose of having threads. I'm surprised all the unity/godot games work with that kind of limitation.
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>>108559199
Why would you target the web when you could go native?
>>
Only way to reliability get rich gamedevving is to make porn games
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>>108559734
There's a barrier of entry to playing a game when it has to be downloaded and installed first. Being able to play the game just by going to a webpage makes it infinitely more accessible and significantly more likely for people to try it out.
>>
>>108559446
>I personally feel that webgl just feels sluggish
*To be specific, the games feel like triple buffering (it's kind of doing that, since your webgl surface is technically an offscreen texture I believe)
So if the game runs at 144fps + 144hz monitor, you will feel almost nothing, but if you are running with a 60fps monitor + the game runs around or below 60fps, it will make the game feel much worse than a native game.
*Also I think the timer has a 1ms resolution, not 10ms.
here is doom3 demo in emscripten for fun:
https://wasm.continuation-labs.com/d3demo/
>>108559686
>Isn't that just a wrapper on top of webgl?
Nope, and surprisingly webgl is officially supporting webgpu as a backend even though at the moment nobody is asking for that. but hey, maybe if they add new features to webgpu, webgl will get those features through angle (hopefully the browsers in the future will include Angle, so we don't need to run Angle in wasm...).
>??? What's even the point?
Technically the most important requirement for threads would be audio, and audio is already easily handled by web audio worklet / webaudio web worker stuff (emscripten and libraries handles it for you, so you can just use SDL or OpenAL or miniaudio or whatever and it will work)
Web workers work fine but they don't share memory, the memory needs to be sent in channels.
Side note: The backend emscripten code tends to avoid wasm a bit because it's a bit harder to debug (maybe?), and wasm doesn't support async stuff and exceptions very well (and there is an overhead when you switch between JS and wasm).
And I believe timers could be helpful for low level audio stuff. Not sure exactly what, but it's there somewhere.
timers are also important for showing the FPS and showing a little UI performance measurement thing if you have one (it's good enough for showing the FPS, but if you wanted something fancy, you need more than 1ms resolution). Obviously, users don't need that, but it's annoying that it's broken.
>>
>>108559774
I still think that part of Minecraft's success was due to the demo being playable as a Java applet in your browser.
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>>108557035
my engine does 2mb and I dont even have any proper build flags enabled, its just default cmake, add dear imgui and it goes up to 3 or 4
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>>108559774
Is that the general perception? When things have to run through the browser the performance is much worse and personally I'm not okay with that.
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>>108559746
I always hear this but I don't get, don't you basically have to make a patreon and pray that people discover your game? It seems like more of a gamble then the traditional route of releasing a game on Steam with a proper paywall
>>
>>108559825
you ever heard of f95? Make a porn game that ticks enough fetishes, doesnt look like the most basicass ai slopped art style ever and the game basically promotes itself on that website
>>
>>108558795
>"Optimizations for windowed games".
I should have probably tested it before I mentioned it, the option does not seem to do anything (maybe it's for a list of popular games that work). So right now it just seems like using DXGI is the only solution.
>>
Oh look, another small refactor turns into a massive one.
>>
its ludover
>>
>>108561377
wow wow woww very great news sirs i am village boy will make many lakh rupees with Godot-King

pls give tutorial in Hindi sir
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>>108561546
proof you are village boy?
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>>108561377
saar the term "king" goes against godot's fundamental committment to trans rights
>>
>>108554092
what is this, a boxxxy for ants?
>>
cfags BTFO
>>
>msdn documentation
>everything makes sense
>actual source code to a real engine
>90% incomprehensible slop that was never mentioned anywhere in any docs or book
>>
>>108562384
just feed it into claude and ask how to work it retard
>>
>>108562384
Your indieslop.exe probably isn't potentially consuming more resources than the computer running it even has so you don't need to request or query shit. You don't need some kind of custom exception handler. You're probably just using built-in types and not reinventing the string for maximum performance. I have no idea what SetErrorMode does but I'd imagine it sets some kind of error mode which you probably don't care about. I have no idea what InitializeCriticalSection does but it's probably related to multithreading which you're probably not doing or you're doing through language features rather than directly through OS calls.
>>
>not even manually setting your system fpu precision
and you call yourselves gamedevs? your entire game is probably broken because you forgot to do this
>>
>>108562459
That one's not even esoteric.

Anyways, if you're asking "how would I even know to do this", the answer is by spending the next 2 years of your life dissecting open sourced AAA game engines.
>>
>>108553985
With AI it seems like you win, but in reality you lose horribly.
>>
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Can you make a full blown Zelda-like that only consume 128 bytes of memory?
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>>108562609
No.
/thread
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>>108562609
no
>>
>>108562609
yes*

*ignores the memory required by the emulator which will be running your homebrew atari game
>>
>>108562498
you ludlost
>>
god I hope windows dies once the steam machine releases I hate windows programming I want to make linux games
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>>108562994
lol
>>
>Minecraft adds Vulkan support
>Hytale announces 3D chunks
All of a sudden the things I was excited about that would my Minecraft clone unique aren’t so anymore. Nonetheless I still have advantages on my side: time, no gayreaucracy, and no lofty aspirations of an ecosystem. C++ too I guess, among some other various tidbits. The good news is my new Vulkan backend is coming along very nicely. I just need to finish implementing the descriptor heap manager before I can take it on a real test drive. The downside right now is that renderdoc and nsight don’t support the descriptor heap extension yet. It’s not a move killer or anything but I wish renderdoc could launch like nsight at least since I prefer that interface more.
>>
your not going to make it
you were never going to make it
there wasn't even an it to be made from the start
>>
>>108557202
Anon, I have bad news...
>>
I'm doing it
I'm vibecoding
I'm a winner
>>
>always through AI would be cool like in ther Terminator
>instead it's gay faggot shit like "vibe coding" and discount Studio Ghibli
>>
>>108563982
nooooooooooooo
I ran out of tokens to feed grok
it's so over
>>
thank you for moderating this thread whoever you are
>>
>thank you for moderating this thread whoever you are
lmao fecaloids. fecaloids everywhere
>>
>>108564187
You welcome, citizen sir!
>>
>>108562491
count: 0
>>
Not a single progress post. You all have lost it.
>>
>>108565027
too busy making progress to post about it
>>
>>108565031
You're just copy and pasting cris
>>
>>108562994
>>108563002
I'm also optimistic
>>
code written by the udderly deranged
>>
>>108565132
Now you're coding with COM objects
>>
vk_ext_descriptor_heap is critical to my backend so unfortunately if you have an AMD gpu that’s not rdna3+ you won’t be able to run my engine. Not my problem.
>>
>>108565036
>cris
cris making progress every day with her dilator/gamedevelopment. cris is winning while you are just a mean vile cynical person.
>>
>>108565300
Thread is 2 days old and not a single progress post
>>
>>108565334
what are you some kind of progress pervert?
>>
sdl3 gpu or vulkan? or write an abstraction over vulkan, d3d12, and metal?
>>
>>108565459
>an abstraction over vulkan, d3d12, and metal
Why would you ever need any of that to make a game?
>>
>>108565437
I guess there is no reason to even be here then, might as well be any other thread
>>
>>108565132
why use both __uuidof and iid_ppv_args_helper, instead of just a plain old iid_ppv_args since that is literally just defined as __uuidof and iid_ppv_args_helper
>>
>>108565459
> or write an abstraction over vulkan, d3d12, and metal?
If you're going to do that, just use sdl3 gpu.
>>
it does nothing of value and it already has a memory leak but at least it compiles...
>>
Why would a game like Crimson Desert not work on Intel ARC? If the hardware is all abstracted away by the API, what difference does it make?
>>
>>108565796
Thinking about it logically there are 2 possibilities, the hardware doesn't support a feature that the game relies on, or the drivers don't support a feature that the game relies on.

I guess a 3rd possibility exists where the devs detect Intel ARC and then deliberately crash the game.
>>
>>108565779
I want to go back
>>
>>108565796
>If the hardware is all abstracted away by the API
its not
>>
Single Threaded Async Tergain Streaming.

The chunk render distance is only 7 atm, but that's merely a space issue. The point is that single threaded async terrain streaming is working.
>>
Why people consider the idea of Java/JVM games to be laughable when most games are made in Unity, where all game logic is always written in C#?
C# is basically M$'s answer to Java.
>>
>>108566040
java seems slower than C#
>>
>>108566040
Isn't Unity still written in C/C++ while just the scripting is C#?
>>
>>108566071
obviously? c# is a scripting language, only a retard would program a game engine in it
>>
>>108565921
whats with the framerate?
>>
>>108566277
I'm Russian.
>>
>>108566330
thats no excuse
>>
>>108566330
oh, that makes sense
>>
Improved the framerate by moving matrix multiplications to the GPU
>>
>>108567334
and how am I going to run this on an integrated GPU? did you ever think about that? HUH? HUH?
>>
AI is going to make gaming great again right
>>
>>108567379
Not really, it's going to increase the amount of utter dog shit you see on Steam mostly. But don't worry the devs who were already going to make good games are going to be able to do so faster with AI.
>>
>>108567349
I do think about this.
There could be a toggle whether to do it on the CPU or GPU.
>>
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>>108552924
I am stuck in hellworld doing webDev to pay my bills when I know how to do gameDev and want to make my living that way but can't afford to get off this fucking webDev treadmill. I'm like an actor waiting tables in Hollywood dreaming of their big break while I scrape other people's half-eaten food off their plates into the garbage can along with my dreams

Why is webDev so god awful? I could make this shit blazing fast optimized af with lightweight code building it from the ground up with no dependencies but they're forcing me to use this bullshit infinite stack of garbage libraries to do the simplest shit and no one gives a fuck that it takes multiple seconds to do literally everything when it should be taking fucking milliseconds. SINGLE DIGIT milliseconds
>>
>>108567513
Delayed life syndrome
>>
>>108567513
Well, that's why AI is replacing everyone's jobs: because most "developers" are webdevs doing that kind of shit.
>>
>>108567513
Think of all of the devs that you support by using their dogshit libraries.
Bigger dependency chain == increased demand for devs
Literally infinite growth, so be thankful.
>>
today I developed... a now fetish
>>
>>108567513
>Why is webDev so god awful?
Google and Indians and I'm not even trying to be racist. They are the root cause as to why the web is so insanely bad as it is today.
>>
>>108567334
Now, move them back to CPU but use SIMD.
>>
>>108566277
probably just OBS. Either way. There are still more optimizations to be done.
>>
>>108567513
I was in your position so I quit my job, now im unemployed but happier
>>
>>108567680
The DirectX library already uses SIMD for vector operations
>>
>>108565796
I do not think Intel is API compliant (yet) and the studio rightfully doesn’t want to do any hacks to get it working
>>
>>108567883
>studio rightfully doesn’t want to do any hacks to get it working
Intel approached them to offer support. The gooks told them to eat shit.
>>
>>108567960
based. fuck intel
>>
>>108568013
Yes SAAR. INTEL IS FOR DALIT SAAR. PLS REDEEM RTX SAAR.
>>
>>108567815
>slavic boomer
>alcoholism
>world of tanks
that pic only needs chainsmoking and maybe bad marriage but considering he is slav thats a given
>>
>>108567815
>>108568195
Looks pretty comfy to me
>>
>>108568232
arguably it is super comfy when you proletarian maxxx your build
>>
>>108557213
Those were the days man
Rpg maker 2000 with an active community
>nostalgic smiling sigh
>>
>>108554001
>you can't even tell if someone is transsexual just by looking at them
LMAO
You will never be a woman, you delusional troon
>>
>>108554017
>>108554022
samefaggot
>>
>>108569634
>>108569644
obsessed
>>
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forgive me for what im about to do (pollute the world with more slop)
>>
>>108565921
magic carpet is back
>>
>>108569840
more like pedoslop
>>
>>108569920
uhh... qrd?
>>
>>108569959
Juan is a registered sex offender and Godot donates most of the money they receive for the engine to "MAP acceptance" groups.
>>
i like ai because it answers all my gamedev questions without calling me a dumb tranny
>>
>>108569968
wtf, donating half my fortune right now
>>
>>108569844

this time I'm moving faster than I ever have.
>>
hard af to make an original game with ai

Thank god i know how to code.
>>
easy af to make an original game with ai

Thank god i have tokens.
>>
whats with this shitter spamming the thread with low-quality posts about AI
>>
>>108570515
>p-please respond
>>
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

23 years later and the DX12 sample projects still contain UB that require you to disable conformance mode to even compile...
>>
imagine an incremental upgrade game but the upgrade tree is ai generated in real time so it goes on forever
>>
>>108570653
gamedev is the ultimate incremental upgrade game
>>
>>108570653
imagine if you made a post that wasn't garbage
>>
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>>108569959
>>
>>108570723
cunny approved
>>
Mesh shaders deprecate everything you know about graphics programming.
>>
>scrolls past 15 different ai generals on /g/
>sees /gedg/
>"the perfect place to talk about ai!"
>>
>>108570802
I just don't use em.
>>
gamedev needs to be ez like in the commodore days
>>
>>108570580
Does dx12 have unified image layout like Vulkan yet? Where you can use general for everything except present
>>
>>108553985
Still not like the artist imagined it.
AI still fills the gaps of what the artist didn't correctly described in his 10-paragraph-essay-prompt.

Hopefully at some point level designers will get tools to create and generate/edit in live as-he-draw such scenes, with pen precision. Until then, it's just AI showing what it's willing to understand from our written language.
>>
>>108571103
>no game
>no engine
>pepe post
>luddite
checks out
>>
>>108571959
saar
>>
>>108571970
>>
>>108571959
You forgot
> Unlimited "ak47-texture.tga" generation
>>
>>108571984
praise be to vishnu
>>
>>108567583
Actually it's facebook with React which is the true catalyzer of this ponzi scheme. But Google kinda started it with Angular I must agree.
Javascript as server was a mistake.
>>
>/agdg/ refugees start shitting up the threads with their nodev autism
We need a true engine development general for real developers, with no OpenGL fags allowed either
>>
>>108572043
This, I don't get why we changed to Game AND Engine, all it does is invite retards like these. Not like anyone was going to be able to tell if you were working in Unreal or something provided that the stuff you posted was about a C++ system and not "guys how do i drag bp wire???".

Now we have /agdg/ scriptkiddies shitting up the place, and we should count ourselves lucky that the dragonfucker from the /v/ gamedev threads is too stupid to navigate to other boards.
>>
>>108572078
>we changed to Game AND Engine
it was always that
>>
>>108572078
dragonfucker?! shit, i'm off to /v/
>>
>>108572043
what's stopping you
>>
It's owari da, this thread has been destroyed, everyone is migrating to [name of another place].
>>
>>108572326
where?
>>
I'll let you in on a secret, any open unmoderated forum about gamedev is going to be 99.9% retards who have never even tried to make a game and just want to argue and complain about things that don't affect them
>>
>>108572336
Thread used to be pretty decent if a little slow until a few weeks ago where a bunch of kids or kid appeared and just posts an endless stream of drivel
>>
>>108572343
no 4chan gamedev thread was ever good
>>
>>108572334
place_names[rand()*place_names.count]
>>
>>108572349
this one was until you showed up
>>
>>108572349
There was a time... long ago... before the bots, before the jeets, before the transvestites...
>>
>>108572371
>There was a time... long ago... before the boats, before the jets, before the trains...
>>
don't forget to query the subpixel layout of the player's monitor in your game engine
>>
>>108572354
>int rand()
>int rand()
>int rand()
>>
>>108572043
>me smart me use Vulkan
Any moron can memorize functions you use for every project.
>>
>user drags the window so it's split across 2 monitors
>>
>>108572525
I forgot it works that way because I don't use it, but now I remember why I never used it.
>>
>>108572555
I'm just not gonna support it, simple.
>>
>>108572555
Not really a problem assuming you're handling moves between displays correctly in general. At least on Windows it'll sync to whichever monitor contains the largest region.
>>
>>108572571
i know rand is from the 70s or whatever, but they could have at least added a better one in the decades after. and no <random>, that's garbage
>>
less shitposting more progress posts
>>
>>108572555
only really an issue when you try to use hdr10 and only one of the monitors are hdr10 capable
>>
>>108572647
I've been porting my Windows [spoiler]7_[/spoiler] codebase to Linux but I'm procrastinating because it crashes and I don't know why or where.
>just learn GDB
I can't be bothered to. I'll use a debugger when Raddbg works.
>>
>>108572574
what if each monitor is connected to a different gpu?
>>
>>108572670
you can get a very minor performance penalty from caso copying. i have an option to lock a window to the monitor that the adapter is hooked up to, or force recreation of the device and swap chain when the window is moved to another monitor
>>
>>108572043
What's wrong with opengl?
Also holy fuck what the fuck is this captcha
>>
>>108573190
It's pronounced oh-pingle
>>
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I do not check a single error code.
I do not query the system before demanding it give me a resource.
If my game crashes that's a (You) problem.
>>
Microsoft needs to use AI to strip all UWP documentation out of the MSDN and move it to its own legacy documentation site. It pollutes everything.
>>
>>108557175
100% even without that knowledge it would be fun to learn all the stuff as it was
>>
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I feel like diddling around with this pic related
how bad of an idea it is?
>>
>>108574027
they need to change the logo
>>
>>108574044
it's M - G
MonoGame
>>
>>108574027
They need to drop all the references to XNA, drop all the references to Mono, drop all the bloat, and just make it a modern .NET 10 framework built on top of a thin wrapper around DirectX 12.

They can keep the cornflower blue.
>>
>>108573434
they need to actually make a gui library they stick to, instead of half finishing a dozen
>>
>>108574072
they need to drop everything
>>
>>108570046
how do I get ai to call me a hulkmaxxed oldtroon?
i don't need code help i just want the motivation
>>
>>108574072
>make it a modern .NET 10 framework built on top of a thin wrapper around DirectX 12
>making microslop
everyones on linux nowadays, gramps
>>
Has anyone tried Unigine (the engine)? I'm making my own so I'm not really interested in using it, just interesting that it seems to have some pretty good features yet you never hear shit about it.
>it's shit
Ok but people rant and rave about Godot which is also shit, so that can't be it.
>>
>>108576262
yeah, but there's nothing wrong with Godot
by extension of you thinking so, means whatever the opposite will be true for Unigine
>>
>>108576262
>Has anyone tried Unigine
no, there were like a total of 5 games made in that engine and nobody has ever heard of them. the only thing people know unigine from is their benchmarks like heaven. they need to release the engine for "free" like how unreal is licensed if they want anyone to give two shits about it.
>>
>>108565027
You mean screenshots? There's lots of text posts
>>
how do I know if my imaginary studio name has already been used by someone else for their imaginary studio?
>>
>>108552924
How long should I stick with coding before I admit to myself I'm not cut out for it and should go do something else? Honest question.
>>
>>108578937
>I'm not cut out for it
go back and relearn arithmetic/algebra/trig/calculus1+2/linear algebra, then you will be ready to kode
>>
>>108578995
I have dyscalculia, I literally can't process math. I guess that's it then...
>>
>>108578893
You could try registering it into a real company.
>>
>>108579182
they said "the n-word 37 times isn't a valid company name"
>>
AI is absolutely insistent that a modern Windows game should use "raw input" for keyboard and mouse, but every engine I've looked at uses the old DirectInput API?
>>
going to actually do an art pass and tinker around with making this look how I want it to look.

Raymarched Voxels SVO on the fragment shader.
>>
>>108579906
raw input is superior if you're making an FPS or maybe an RTS but it's pretty meaningless to other genre's.
>>
shut the fuck up about AI holy fuck someone make another gamedev thread for retards
>>
talk more about AI holy fuck someone make another gamedev thread for luddites
>>
hello world in dx11 ~8mb memory
hello world in dx12 ~36mb memory
>>
>>108580032
AI fuck your mother? huh? BENCHODE
>>
>>108572666
>Learn GDB
>gdb ./a
>break function_name
>start
>s //step into function
>n // next instruction
>quit
Congrats by reading this post you now understand what you need for the majority of programs you debug.
>>
>>108580193
you forget to load the tui enjoy your suboptimal debugging experience
>>
print("if your reading this then it worked bro good job");

Let me guess, you "need" more.
>>
>>108580248
>Tui enable
Yeah fair enough you have to write that before you start. I mostly just use emacs and its smart enough to follow along on the open code page.
>>
>ai, check this file for bugs
>yes, m'lord
>>
>>108580260
>Need more
I don't need more its just nicer. If you have 10 lines that could of failed I don't want to write a print statement between each of them. I'd rather just run through and see the source of the segfault.
>>
>>108555958
The 20 year journey that it takes for such a book to be of use to someone is insane.
>>
which option should i prefer to use for storing constant buffers? structured buffers are well and good, but they can only have a single type of structs, byte address buffers can hold whatever youd like, even different structs, but doesnt that come with some performance penalty, if so how bad is the penalty compared to needing multiple kinds of structured buffers?
>>
>>108580334
>20 year journey
? lunaslop are introductory books, all you need is a general understanding of c++ and a lukewarm iq to follow them
they're also not very good and not at all how you would construct a real program and they're redundant since the official documentation is so complete, but hey, if you just want to see the material presented in a slightly different way then there you have it
>>
>>108580334
>>108580357
https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/MiniEngine

Between that and the MSDN there's not really anything else that you need to learn DirectX. If you still can't figure it out, there's always GameMaker.
>>
>just realized I could use animations to have a door open and not code the fucking thing
bros, im gonna make it
>>
>>108572078
Some retard put the and in and tried to gaslight us it was always there but you can literally check the archives and see otherwise. This general has been too soft. We need to be purist. Engine devs only, nobody wants to see your shitty Unity/Godot games.
>>
/
Assembly
Game
Dev
General
/
>>
>>108580550
https://github.com/GreatCorn/MASMZE-3D/tree/main
>>
>>108580512
>Some retard put the and in and tried to gaslight us it was always there but you can literally check the archives and see otherwise
https://desuarchive.org/g/search/subject/%2Fgedg%2F/order/asc/
retard
>>
ai says I should use extern for maximum performance
>>
>>108580601
stop posting garbage
>>
>>108580605
ai says I should ignore nodevs like you and only listen to ai
>>
>>108580588
???
>>
>>108580628
>scrolls down until he finds one that says Game/Engine and pretends he doesn't know what a slash means
>>
>>108580637
???
>>
>>108580613
>>108580601
>>108580277
>>108580052
>>108579906
GTFO
>>
>>108580649
why are ignoring the fact that 99% of the threads are called game and engine and we can both see that?
>>
Imaging tripfagging on 4chan. What deranged /r/eddit behavior.
>>
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>>108580698
>tripfag
>ai derangement syndrome
you just know he has his pronouns listed on his pedosky account
>>
>>108580718
did you just assume the pronouns? what a biggot
>>
>>108580718
You lost, cattle.
>>
>>108580512
It was added a long time ago because the threads weren't getting enough engagement and kept dying.
>>
>>108580985
And that’s okay. If we have a thread every waking hour there will inherently be no progress periods.
>>
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What is a good convex hull query algorithm? Given a vector find furthest vector. Something that works for 3d too.
>>
>>108581190
GJK
>>
>>108581253
Yes, GJK.
What's an efficient support function for arbitrary point cloud?
>>
>>108581306
you can probably google that
>>
>>108581324
I'm allowed? Gee, thanks.
>>
>>108581454
what?
>>
>>108581486
The faggot thinks he's clever with his ironic answer
>>
>>108581495
Just responding in kind
>>
>>108581514
You're responding to geniune advice with unneccessary snark?
>>
>>108581520
How is google it not snark? Why do you think googling wasn't the first thing I've tried? Obviously I don't know the keyword, that's literally why I asked here.
>>
>>108581532
That's what I did
"GJK convex hull support function" would be a good place to start
>>
>>108580550
>x86-64 Assembly Game Dev General
>/xAGDG/
I'd use it
>>
>>108581540
So if I leave out GJK the results are completely gibberish. Because fuck me for thinking a fast support function is a generic concept huh.
>>
>>108581621
well what is it supporting? the GJK algorithm
>>
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I've decided. I'm just going to copy another engine but make it better.
>>
>>108581641
stop posting garbage
>>
>>108581641
based
>>
>>108581631
No it's not
>>
>>108581661
The GJK algorithm calls the support function, the support function is there to support the GJK algorithm
>>
>>108581664
Oh and I'm the one snarky
>>
>>108581681
That's not snark you fucking schizo
>>
>>108581682
You're not beating those allegations like this
>>
>>108581703
You have paranoid schizophrenia and you think you're being made fun of when you aren't
>>
>>108581708
With skills like these you should be a doctor
>>
guys, chill
>>
Did someone post this thread on their high school Discord? Why is it full of no-effort chatposts now?
>>
>>108581725
It's post bump limit so I overindulged somewhat
>>
>>108581725
ai deranged luddites taking it out on the rest of us
>>
>>108581190
Anyway, the meta seems to be spidering around using adjacency
https://arxiv.org/pdf/2509.03753
And this may be useful, need time to parse through the legalese
https://tmc.web.engr.illinois.edu/env.pdf
>>
C, C-style C++, or modern C++? Which way, chuddies? I like C but ranges and lambda's look comfy. I already know C but I'm wondering if I should learn (a subset of) C++. I feel like each style has its own merits and de-merits. So I'd either learn C++ with operator overloading and methods on structs, or go full-on modern C++ 23 with RAII, unique pointers, and functional-style programming. I know with the latter approach debug compile times make debugging a non-starter, so I'll just use logging and printf debugging like a chad.
>>
>>108581811
If you want any feature from C++ it's templates
Everything else is preference
>>
>>108581818
Operator overloading is the only useful C++ feature.
>>
>>108581844
That's a weird thing to say, probably only saying it because you can't think for yourself and Casey said it
C metaprogramming with macros is garbage and you need templates for proper generic data structures
Operator overloading is just a conviencne
>>
>>108581641
That's how everyone does it, at least the first dozen times they make an engine
>>
>>108581848
Give me 2 examples of proper generic data structures that you need C++ for.
>>
>>108581844
If you keep it within your bedroom
>>
>>108581873
hashmap and vector / dynamic array are the two basic ones
>>
>>108581884
It's a bit awkward to set up, but you can make a generic dynamic array in C. I don't use hashmaps a lot so I don't know what kinds there are, but I'm pretty sure the same applies.
>>
>>108581899
Thats my point
You can set up awkward ineffcient ones
Ideally you want good ones
>>
>>108581908
It's not awkward to use nor inefficient, it's just awkward to create the macros for it. You only need to do it once, or get someone else's implementation.
>>
>>108581915
You have to foward declare every type of vector you want instead of just doing Vector<Type> iirc
>>
>>108581918
That is a downside yes, you basically have to put something like this somewhere:
typedef ARRAY(Vector) Array_Vector;
C/C++ already require headers so I don't find it as annoying as I otherwise might.
>>
>>108570580
that's not ub, the compiler just lacks the information to know it's a safe operation, hence why it works when you disable conformance mode instead of bursting into treats
>>
Instead of using macros or void * you could feed an array_T into a C code generator and create the types. But why not use C++ templates at that point?
>>
>>108581918
>>108581934
>Vector
I just realized that this doesn't make because C++ is retarded and got me confused. A vector is a mathematical construct, not a data structure. This is what I meant:
typedef ARRAY(Vec2) Array_Vec2;
>>
I doubt any of these "expert programmers" from the 1960s would've been able to handle C++26 and Vulkan
>>
>>108582362
Programming wasn't actually very difficult until the mid 90s when computers become powerful enough to handle complex programs
>>
>>108582362
>C++26
They wouldn't be retarded enough to use it, they'd think it's a piece of shit and stick with C or use C++ as a "C with some extra stuff".
>>
>>108582382
Literally this. Using all the C++ shit is like trying to impress a mirror with your dance moves.
>>
>>108581811
>or go full-on modern C++ 23 with RAII, unique pointers, and functional-style programming
This is what you should be doing and you can still make it c-style
>>
>why yes I use c++ but I use it c-style aren't I cool
this is some next level retardation that shows you understand neither c++ nor c
>>
>>108582484
There's nothing to understand about C++, it's just a terrible language, that's all there is to it.
>>
>>108582513
it's so sad to see the state of today's middle aged neets
>>
>>108582513
>There's nothing to understand about C++
Spoken like a true retard
>>
>>108568195
>boomer
That's Gen X
>>
>>108582774
ok boomer
>>
>>108568195
>>108582774
My Silenter dad loved World of Tanks. Basically any generation older than Millennials, I think.

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