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  1. Embed this notice
    iced depresso (icedquinn@blob.cat)'s status on Saturday, 20-Aug-2022 04:28:12 JST iced depresso iced depresso
    > godot goes corpo
    :blobcatpain: reminder that we may never have nice things
    In conversation Saturday, 20-Aug-2022 04:28:12 JST from blob.cat permalink
    • 寮 repeated this.
    • Embed this notice
      xianc78@gameliberty.club's status on Saturday, 20-Aug-2022 04:28:10 JST xianc78 xianc78
      in reply to

      @icedquinn This is all you need.

      https://www.libsdl.org/

      In conversation Saturday, 20-Aug-2022 04:28:10 JST permalink
      寮 likes this.
    • Embed this notice
      寮 (ryo@social.076.ne.jp)'s status on Saturday, 20-Aug-2022 05:18:19 JST 寮 寮
      in reply to
      • xianc78
      @xianc78 @icedquinn As Xianc said, SDL is the way to go as far as having nice things goes.
      Like how GTK 2.0 for desktop GUI, ncurses for terminal TUI, and languages like C, PHP, Go, and Lua without a framework.
      Even PHP frameworks like Laravel feel more and more corpo-ish as it's getting more popular, all while real PHP will remain free (as in freedom) forever.
      In conversation Saturday, 20-Aug-2022 05:18:19 JST permalink
      xianc78 likes this.
    • Embed this notice
      xianc78@gameliberty.club's status on Saturday, 20-Aug-2022 05:37:34 JST xianc78 xianc78
      in reply to
      • 寮

      @ryo @icedquinn Just ignore the fact that I program games in C# using MonoGame. But yeah, frameworks are much better than engines. It feels so satisfying implementing levels, physics, AI, etc "from scratch".

      In conversation Saturday, 20-Aug-2022 05:37:34 JST permalink
      寮 likes this.
    • Embed this notice
      寮 (ryo@social.076.ne.jp)'s status on Saturday, 20-Aug-2022 05:52:18 JST 寮 寮
      in reply to
      • xianc78
      @xianc78 @icedquinn I'm more a type of developer that wouldn't get passed the library level (on the scale of "from 0" → "library" → "framework" → "engine", the more forward, the more bloat).
      I'd love to make video games from 0, but I feel like that'd be overkill.
      At least making web apps and CLI apps from 0 is very doable.
      In conversation Saturday, 20-Aug-2022 05:52:18 JST permalink
    • Embed this notice
      iced depresso (icedquinn@blob.cat)'s status on Saturday, 20-Aug-2022 05:57:05 JST iced depresso iced depresso
      in reply to
      • 寮
      • xianc78
      @ryo @xianc78 i wrote my cinematic script system so its easy to move between engines but i still have to go deal with adding the demo project stuff :ablobcatbongokeyboard:

      was sorta hoping to be further along a project by now though. trying to get odd jobs online didn't really pan out.
      In conversation Saturday, 20-Aug-2022 05:57:05 JST permalink
      寮 and xianc78 like this.
    • Embed this notice
      xianc78@gameliberty.club's status on Saturday, 20-Aug-2022 06:17:29 JST xianc78 xianc78
      in reply to
      • 寮

      @ryo @icedquinn This guy managed to do it. He even has a full tutorial on how to do it.

      https://handmadehero.org/

      Honestly, people using these engines need to ask themselves if they really need all those bloated features that engines provide. Does your game really need to be in 3D? Does it really need VR support? Does it really need RTX graphics?

      In conversation Saturday, 20-Aug-2022 06:17:29 JST permalink
      寮 likes this.
    • Embed this notice
      Wolfi (wolfi@gleasonator.com)'s status on Saturday, 20-Aug-2022 06:20:32 JST Wolfi Wolfi
      in reply to
      • xianc78
      • applejack 🇮🇸:hitlergrin2:
      love2d has much lower performance, especially if you want to support a web version as well
      In conversation Saturday, 20-Aug-2022 06:20:32 JST permalink
    • Embed this notice
      applejack 🇮🇸:hitlergrin2: (applejack@gameliberty.club)'s status on Saturday, 20-Aug-2022 06:20:32 JST applejack 🇮🇸:hitlergrin2: applejack 🇮🇸:hitlergrin2:
      in reply to
      • xianc78
      • Wolfi

      @wolfi @icedquinn @xianc78 It's still very fast and significantly easier to use

      In conversation Saturday, 20-Aug-2022 06:20:32 JST permalink
    • Embed this notice
      applejack 🇮🇸:hitlergrin2: (applejack@gameliberty.club)'s status on Saturday, 20-Aug-2022 06:20:34 JST applejack 🇮🇸:hitlergrin2: applejack 🇮🇸:hitlergrin2:
      in reply to
      • xianc78
      • Wolfi

      @wolfi @icedquinn @xianc78 Or https://love2d.org/

      In conversation Saturday, 20-Aug-2022 06:20:34 JST permalink

      Attachments


    • Embed this notice
      Wolfi (wolfi@gleasonator.com)'s status on Saturday, 20-Aug-2022 06:20:35 JST Wolfi Wolfi
      in reply to
      • xianc78
      or https://raylib.com/ if you want something easier to use
      In conversation Saturday, 20-Aug-2022 06:20:35 JST permalink

      Attachments


    • Embed this notice
      Wolfi (wolfi@gleasonator.com)'s status on Saturday, 20-Aug-2022 06:21:23 JST Wolfi Wolfi
      in reply to
      • xianc78
      • applejack 🇮🇸:hitlergrin2:
      @applejack @icedquinn @xianc78 nope, i had performance issues with love2d. Especially when exporting for a web version haha the game became unusable.
      In conversation Saturday, 20-Aug-2022 06:21:23 JST permalink
    • Embed this notice
      applejack 🇮🇸:hitlergrin2: (applejack@gameliberty.club)'s status on Saturday, 20-Aug-2022 06:43:04 JST applejack 🇮🇸:hitlergrin2: applejack 🇮🇸:hitlergrin2:
      in reply to
      • xianc78
      • Wolfi

      @wolfi @icedquinn @xianc78 LuaJIT is the gold standard for JIT compilers, written in assembly and optimised relentlessly

      It's used in high performence application for game logic with C side rendering (like Löve) in games/engines like the CryEngine, Factorio, Minetest, Fable, or WOW

      Even plain POC Lua makes up "substantial amounts" (according to the email POC got) of games like Grim Fandango. Basically all of Tim Schafer's games use Lua and were one of the first adopters of it
      https://www.lua.org/history.html (ctrl-f Grim Fandango)

      It 100% meets the performance requirements of games. Especially games that are the scale you'd make it with something like RayLib

      You did something wrong like loading an image inside a fast loop. My games, even the particles, works on my 4gb ARM Pinebook pro without any slight hint of slowdown

      In conversation Saturday, 20-Aug-2022 06:43:04 JST permalink

      Attachments


      Wrongthink likes this.
    • Embed this notice
      Wolfi (wolfi@gleasonator.com)'s status on Saturday, 20-Aug-2022 06:43:05 JST Wolfi Wolfi
      in reply to
      • xianc78
      • applejack 🇮🇸:hitlergrin2:
      @applejack @icedquinn @xianc78 no matter what optimaztion you simply won't meet the performance you can get using something like c or zig. I've reimplemented the code i was doing in zig and it just runs so much better. Especially on older hardware
      In conversation Saturday, 20-Aug-2022 06:43:05 JST permalink
    • Embed this notice
      applejack 🇮🇸:hitlergrin2: (applejack@gameliberty.club)'s status on Saturday, 20-Aug-2022 06:43:06 JST applejack 🇮🇸:hitlergrin2: applejack 🇮🇸:hitlergrin2:
      in reply to
      • xianc78
      • Wolfi

      @wolfi @icedquinn @xianc78 Professional games with very active graphics, physics, animations, and particles have dirt requirements. Chances are you were doing something wrong

      https://store.steampowered.com/app/323850/Move_or_Die/

      The webexporter is 3rd party and I think uses a JS VM for Lua. I've tried it for my stuff and it didn't wanna work

      In conversation Saturday, 20-Aug-2022 06:43:06 JST permalink
    • Embed this notice
      Wrongthink (wrongthink@cdrom.tokyo)'s status on Saturday, 20-Aug-2022 06:46:56 JST Wrongthink Wrongthink
      in reply to
      • 寮
      • xianc78

      @xianc78 @ryo @icedquinn That’s mostly what one of my favorites ended up doing. It runs so well on anything I tried it on and just uses SDL and few other libraries.

      In conversation Saturday, 20-Aug-2022 06:46:56 JST permalink
      寮 likes this.
    • Embed this notice
      寮 (ryo@social.076.ne.jp)'s status on Saturday, 20-Aug-2022 07:36:50 JST 寮 寮
      in reply to
      • xianc78
      @xianc78 @icedquinn 3D is nice to have, I think you'd even stand out as an indie if you do 3D.
      But I know it's extremely hard unless you have some insane 3D mathematics skills.

      I'll bookmark this site, will come in handy when I will make a game again, as last time I did was a decade ago, and it was in Unity too.
      In conversation Saturday, 20-Aug-2022 07:36:50 JST permalink
    • Embed this notice
      iced depresso (icedquinn@blob.cat)'s status on Saturday, 20-Aug-2022 07:42:44 JST iced depresso iced depresso
      in reply to
      • 寮
      • xianc78
      @ryo @xianc78 i implemented the suite of linear algebra to do basic 2d/3d stuff. and some projective geometric algebra.

      it wasn't all that fun.

      business doesn't really care about anything other than shipping the product. so there's a limited amount of effort that is worthwhile when it comes to things like rewriting the world to use projective algebra because its intellectually pure but the somahead at the end of the steam sale couldn't care less.
      In conversation Saturday, 20-Aug-2022 07:42:44 JST permalink
      寮 likes this.
    • Embed this notice
      xianc78@gameliberty.club's status on Saturday, 20-Aug-2022 07:50:53 JST xianc78 xianc78
      in reply to
      • 寮

      @ryo @icedquinn I've taken a 3D graphics class back in college. It's pretty simple if you know linear algebra. The professor even wrote his own 3D renderer that outputs to a JFrame image object. For my senior project the following year, I was tasked to rewrite it in JavaScript and port it to HTML5 canvas.

      Honestly, the hardest part is the clipping and accounting for the fact that object behind the camera will appear in front of the camera and upside down unless you specifically tell the program not to render them.

      However, we were never taught how to map textures or even shade polygons. I wanted to add that feature in my JS port but I didn't have time.

      In conversation Saturday, 20-Aug-2022 07:50:53 JST permalink
      寮 likes this.
    • Embed this notice
      applejack 🇮🇸:hitlergrin2: (applejack@gameliberty.club)'s status on Saturday, 20-Aug-2022 15:22:44 JST applejack 🇮🇸:hitlergrin2: applejack 🇮🇸:hitlergrin2:
      in reply to
      • 寮
      • xianc78

      @ryo @icedquinn @xianc78 GPU 3d graphics from scratch is doable for the average dev

      Mostly basically boilerplate
      https://learnopengl.com/Getting-started/OpenGL

      3d physics from scratch would be a fair bit harder. If you did 2d gameplay but 3d graphics it would be sane

      This is basically the opengl tutorial + math library (basically copying equations) + assimp (making your own OBJ importer is easy tho) + my code

      In conversation Saturday, 20-Aug-2022 15:22:44 JST permalink

      Attachments



      寮 likes this.
    • Embed this notice
      SuperDicq (superdicq@minidisc.tokyo)'s status on Sunday, 21-Aug-2022 07:01:52 JST SuperDicq SuperDicq
      in reply to

      @icedquinn@blob.cat What's wrong with free software making money?

      In conversation Sunday, 21-Aug-2022 07:01:52 JST permalink

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