Shiny new thing in that case is not worth it
08.03.2025 18:42 β π 4 π 0 π¬ 0 π 0@ferociousduck.bsky.social
Edamame fueled coding machine
Shiny new thing in that case is not worth it
08.03.2025 18:42 β π 4 π 0 π¬ 0 π 0Love how head display changes between different states
03.03.2025 10:55 β π 1 π 0 π¬ 0 π 0Yeah this is really important when making a pixel art game. Only Vampire Survivors could afford inconsistent pixel size.
03.03.2025 10:54 β π 1 π 0 π¬ 0 π 0One year for me in a month.
01.03.2025 13:53 β π 1 π 0 π¬ 0 π 0I guess itβs believe that with 3d you can reach wider audience
27.02.2025 16:41 β π 0 π 0 π¬ 0 π 0Still lot to do, but at least got ImGui running on new rendering backend.
26.02.2025 15:07 β π 4 π 0 π¬ 0 π 0Interesting choice of tech. Wouldn't it only run on Apple devices due to Swift usage?
26.02.2025 15:04 β π 0 π 0 π¬ 1 π 0Yeah and how suddenly those hundreds of laid off people would find funding for their projects. Indie market is already oversaturated with games and itβs not like every gamer wants to even play indie titles. I guess overlap between AAA and indie audience is rather small.
26.02.2025 13:48 β π 1 π 0 π¬ 0 π 0Squeeze them out
26.02.2025 12:59 β π 0 π 0 π¬ 0 π 0Look at From Software, they retain their talent and produce hit after hit like crazy.
26.02.2025 12:52 β π 0 π 0 π¬ 0 π 0AAA gaming needs to reinvent itself and become more sustainable. Itβs not like market for AAA games will suddenly disappear, itβs out there hungry for good games. Execs must understand that firing people left and right wonβt provide anything good in long term.
26.02.2025 12:52 β π 2 π 0 π¬ 1 π 0Iβm writing this with heavy heart, but indies wonβt save anyone, thereβs whole market of people that are only interested in AAA games and indie market is already overflooded with games. Competition in indie area is crazy, not everyone can make a living from it.
26.02.2025 12:25 β π 4 π 0 π¬ 0 π 1Not GameMaker dev, but Iβm making my own little engine, some shaders might be posted along the way
26.02.2025 12:19 β π 1 π 0 π¬ 0 π 0Jest potencjaΕ, ale to prawda, wykonanie na razie pozostawia bardzo wiele do ΕΌyczenia. Optymalizacja tragedia, miasto wydaje siΔ puste, a NPCe zbytnio nie grzeszΔ inteligencjΔ . Trzymam kciuki ΕΌe wezmΔ feedback ze Steama na powaΕΌnie i wyciΔ gnΔ to na prostΔ .
26.02.2025 09:20 β π 1 π 0 π¬ 0 π 0Those modern GPU pipelines are so tedious to set up. So many steps just to render simple quad. All SDL GPU API examples are written in C so I'm considering open sourcing my C++ abstractions over it, maybe I'll make someones life easier. But TBH I always feel shy to share my code with others
26.02.2025 09:10 β π 0 π 0 π¬ 0 π 0Super cool! Is it for your own engine or some system for existing one?
26.02.2025 08:37 β π 0 π 0 π¬ 1 π 0Yes and thatβs the reason I decided to go for SDL as a underlying framework. AFAIK the GPU API isnβt ported for all consoles yet but theyβre working on it.
25.02.2025 16:53 β π 1 π 0 π¬ 0 π 0So it looks like I need to rethink EVERYTHING. Even texture loading differs a lot. I thought having a high level interface and only changing underlying implementation will suffice, but architectural requirements break all that stuff. Iβm glad that I decided to make that change now not at later stage
25.02.2025 15:57 β π 1 π 0 π¬ 1 π 0JakieΕ typy co to bΔdzie?
25.02.2025 14:15 β π 0 π 0 π¬ 1 π 0I don't mind the language, but working with shaders on multiple platforms is extreme pain in the ass.
25.02.2025 13:54 β π 0 π 0 π¬ 0 π 0I'm not really into doing this, but besides performance-wise aspects it'll allow me to use custom shaders, so it'll be a huge win.
25.02.2025 13:32 β π 2 π 0 π¬ 1 π 0Decided to switch to more low level SDL GPU API instead of using provided SDL 2D renderer which means redesigning whole engine architecture around rendering. Thought I can get away from this for a while, but after research it looks like it's better to do this sooner than later.
25.02.2025 13:32 β π 2 π 0 π¬ 1 π 0Iβll look into it! But even though, shouldnβt variant be kinda better performance wise than virtual objects spread around memory? I mean data will not vary that much between objects, only behaviour. So I guess it should still be upgrade? I donβt want to make a change if itβs only syntactic.
22.02.2025 21:35 β π 0 π 0 π¬ 1 π 0And maybe @tartanllama.xyz can help?
22.02.2025 21:13 β π 0 π 0 π¬ 0 π 0And use dirhering FFS
22.02.2025 21:11 β π 1 π 0 π¬ 0 π 0TeΕΌ lubiΔ bardzo choΔ dla mnie na rΓ³wnie z Korea Town na Mokotowie
22.02.2025 21:09 β π 1 π 0 π¬ 1 π 0I want to dump all virtual inheritance, but I donβt want to do ECS. Basically I need something generic to store objects data and call update and draw on them. Ofc behaviour will vary depending on the object but data remains the same. Should I go for std::variant?
@hanicka.net @rollbear.bsky.social ?
I get it, but it's stuff that is kinda obvious to have in more high level languages like C# or Python. My work sometimes requires to switch from C++ and I very often feels like I've been taken away half of the tools when I get back.
22.02.2025 12:23 β π 0 π 0 π¬ 1 π 0Hi #screenshotsaturday,
Iβm making SDL based, small little engine tuned to the game I want to make.
If you see this post, engage with it somehow, it helps me a lot staying motivated and Iβm looking forward to connect with other devs.
Yes, I feel itβd help me a lot to have more engagement with others but Iβm still looking for community thatβd be interested in what Iβm doing.
22.02.2025 12:09 β π 0 π 0 π¬ 1 π 0