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Jschan updated, report in >>>/meta/ if anything is wrong

Keep at it, Anon!


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1. Respect the global rules.
2. The board is SFW. Mature content should be spoilered.
3. Avoid shitposting and modernspeak (based, -pilled, etc.). This is a place of creation and should be treated as such.
4. Discussion regarding the board itself should be taken to the meta thread >>1.
5. Have fun.

The board was set up merely a bunker and repository for developers, waiting for 8chan to come back online, but since it's in the process of committing sudoku, this could be your new home.

List of other bunkers:
http://8agdg.wikidot.com/general:bunkers
Last edited by sleepy
11 replies and 3 files omitted. View the full thread
Where's that link that explains what happened to the agdg community after the exodus? About splitting into groups and whatnot?
I can't find it.

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Post what you're working on, won't you?

Previous thread: >>123
236 replies and 132 files omitted. View the full thread
I rendered a triangle in vulkan. This will definitely result in a game and I totally won't get bored of it again.
Replies: >>2123 >>2124
>>2122
Lol. Good work, Anon!  :D
>"Don't despise the day of small beginnings."
>"A journey of a thousand miles begins with a single step."
>>2122
A journey of a thousand games begins with a single triangle.
Replies: >>2126
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[blogpost]
I decided to put this project on the shelf indeterminately. >>2084
This is the first time I'm doing something because of a skill issue from my part, not due to lack of motivation or rage towards OpenGL or something. I just don't think I can make the renderer that I want to make because there's too many aspects of graphics "engine" programming where I have unfamiliarity and uncertainly and it just makes it too hard to solve all the sorting issues I have in mind.

I'm returning to what I consider my "main project" (Terraria-like >>1219 ) since it doesn't require dynamic depth testing/sorting. After making a game like that, I'll hopefully be familiar enough with rendering to be able to solve depth sorting without getting overwhelmed. Only problem is that I have like 4 versions of this project because I kept testing different things over time, and each version has some features removed and some added. I want to start from scratch, but I'm so demotivated by the idea of setting up rendering code and cameras and asset loading and shit for the Nth time that I've been procrastinating for the past 2 weeks.

I just ported some parts of the renderer from the other project so I can draw text, so pic related is the status at this moment. My main obstacle is that the other project just had texture atlases with all the stuff in them which simplified thin
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Replies: >>2126
>>2124
Based.

>>2125
Good luck with the new direction, Anon!

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Is the original 8/agdg/ owner in charge of this board, or was it started by someone else?

Also all-purpose meta thread I guess.
233 replies and 53 files omitted. View the full thread
>>2115
>There's a reason people don't go there
But the other 99.9% of imageboard audience IS there. There's various reasons not to use 4chan but the biggest ones are technical (shit file/filesize support and no audio webms, short text length limit, captchas, the recently added 30 minute wait time before you can post, Tor/VPN/IP range bans, doesn't work on non-mainstream web browsers, mandatory javascript and cloudflare datamining...), and retarded/biased moderation or lack of moderation where it's actually needed (like deleting off topic threads or the 50 duplicates about a single subject). There's also problems that are inherently caused by the speed, such as the fact that general threads will be pruned unless someone's constantly spamming on them, and it's difficult to have complex discussions in the bigger boards.

There's reasons not to use smaller imageboards too though. After 4chan's recent downtime I was curious what they thought about other imageboards, and I saw many mentions about how up in the ass the users in some of them are as the reason why they didn't like them. I assume it was mostly about zzzchan and/or 8moe because that's where most of the activity seemed to go. But what if the userbase in those was welcoming and positive and reacted with fun and memes instead of responding with hate and "go away" and "oh great the retard fags are here"? I can only imagine that 
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Replies: >>2117
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>>2116
My impression is that many webring boards focus so heavily on gatekeeping that they neglect initiation, likely because we don't actually have all much to initiate new anons into anymore. The memes have dried up, so we don't counter the influence of nujack slop with our own shitposts. Even reaction images have grown scarce on some boards, and the discussion quality itself often isn't that high and is dominated by autistic screeching from people with retarded demands and no real solutions. This ironically makes it easier for the lowest-quality posters and shitters to integrate, as all they really have to do to fit in on many boards is be sufficiently pissy and stubborn.
I've also noticed that a surprising amount of webring anons (including ones on anime boards, of all places) get viscerally upset at smug anime girls in the way internet lefties did in the past. Make of that what you will.
Replies: >>2119 >>2120
>>2117
Gatekeeping is good but there's better and worse ways to do it. Reacting with hostility is a lose approach in basically all situations because you're just feeding the trolls and making everyone bitter and hate you. I feel like it used to be more normal to be excited about new users and try to guide and help them integrate because you want more people into your community, but now anyone who looks new must be gutted and roasted over a campfire.

>The memes have dried up
People have too high standards. You'll be punished way too harshly if you try to be funny but fail, so people become too demoralized to even bother trying. As a result nobody's practicing their funposting and meme making skills. Maybe it's because the users have grown too old or something, I don't know if I can call it "wrong" since some people seem to prefer things that way and just don't want to see anything new.
Replies: >>2121
>>2117
>spoiler
geg
>>2119
>Maybe it's because the users have grown too old or something
Partially this, reposting the same pic over and over like a glorified emoji becomes much less appealing after you've seen it all thousands times.

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So up until now, we've had a lot (lol) of off-topic posting, a lot a one-and-done "how do I make game tho" posts in various threads, especially the meta and progress threads. This is now the new dumping ground for those posts. Do try to put some effort into your posts though, you'll get more responses and won't have to face the wrath of jacked Carmack and his dragon dildo sword+2 that way.
89 replies and 36 files omitted. View the full thread
>>2102
>I hope your not planninng on trowing those books away.
Figured I'd see if I could trade in the ones I'm not keeping at a local bookstore.

>>2103
>Judging by the fact that you own 13 programming books but still ask this kind of questions instead of just making things
Part of the reason why I have "so many" is because I inheritted most of them from other family members. All the Java and VB2010 books are either from my mother or my deceased grandpa. I did dabble with the C++ For Dummies, but I had to drop it because other things in life became a priority.

>>2105
>I don't see much value in them unless you want to code for an ancient platform. Post C++11 and new java versions are basically a completely new language. It's like trying to learn pre-ANSI C syntax.
I guess it's a good thing I have the old material then because (From what I'm seeing) the tech industry has spent the past 15 years trying to outdo themselves and what already exists, and the result is that they keep coming up short and underdelivering on their promises. With the "best" programs only providing people something that already exists. Even the "big advent" of AI isn't that impressive once you realize that it's no
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Replies: >>2109
>>2105
Newer doesn't always mean better. There's people who still make amazing stuff with just C or "C-like C++" (AKA C with only a select few C++ features) because the fundamentals of programming haven't really changed in decades, it's much more important to nail that part than some C++ features.

>>2108
I haven't read the books but I would avoid the Java ones because that's a pretty abandoned language these days and was always a mistake in a lot of ways. It may be useful if you want to get a job maintaining some old ass crapware that was built on Java though.

Visual Basic stuff will probably get you locked into Microsoft's ecosystem, which is extra bad since Microsoft has been heading straight into the trash in recent years. Some of that stuff is probably obsolete too since Microsoft keeps updating their shit.
Replies: >>2113
>>2109
>Newer doesn't always mean better.
No, but C++11 got some new features to the point it might be considered as a different language (lambdas, vararg templates, range-based for, constexpr functions, etc. Concepts can also be useful if you do templates, but they're a newer additions and assumes you're not stupid. Of course still no static reflection, so you'll be forced to roll your own for anything but the most trivial programs, but that's just how C++ evolves, useful features have the lowest priority)
>fundamentals of programming haven't really changed in decades
Yeah, but these books look more like teach language X instead of teach programming fundamentals.
>I would avoid the Java ones because that's a pretty abandoned language
Thank you for contradicting yourself in one post.
Replies: >>2114
>>2113
I'm not against Java because "it won't get new features", I'm against it because there's no future for it. There will be less and less jobs for it, less of a community and discussion and help, and the virtual machine that runs Java will probably have less support in the future, who knows if it runs on future consoles or phones.
Replies: >>2118
>>2114
>no future for it
I wouldn't say it so clearly. Sure, not as popular as it used to be, but lot of enterprise garbage are still written in java. Visual Basic is much worse in this regard (not that I'd miss any of them, both languages are an abomination).

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Got distracted by a non-gamedev project? Post about it here.
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I hope nobody tried to download that because I fucked up the filename so the link didn't work. It's fixed now.

>2074
C. Far from perfect, but still closest to my ideal programming language.
Coincidentally, I have an entire article rambling about changes that I'd make to C: https://sundee.neocities.org/programminglanguage/index.html
Replies: >>2076 >>2077
>>2075
Thanks! I might look into it then. Cheers.
Replies: >>2078
>>2075
I noticed on your page:
https://sundee.neocities.org/c/simplegame_sdl_linux#setup

You seem to have 'images' & 'audio' terms swapped?
For images: SDL_Mixer, install with sudo apt install libsdl2-mixer-dev
For audio: SDL_Image, install with sudo apt install libsdl2-image-dev
Replies: >>2079
>>2076
Look into C? "Approach with caution" is what I would say, it's not for everyone. It's extremely difficult to recommend any language because everyone cares about different things, I used Javascript for several years at first and I doubt I would have wanted to use C back then. But even if you desire more control than Javascript on a web browser, there's several levels of depth between that and C.

>2077
Yep that's wrong, good find, thanks.
I don't know how I keep screwing up these quotes.
>>2077

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Post what you're working on.
502 replies and 321 files omitted. View the full thread
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>>1587
Are you trying to invent cataclysm:dark days ahead?

>backpacks
Why not just make everything into a storage? All existing items have to be stored somewhere, and a lot of items are both storages and "items". So simply register every item, by ID/pointer into its storage space. On loading, recursively load all used storages, starting from "the world". 
Its actually important part of the interface. Depending on number of items/buttons, game might start lagging, if every button pressed checks every other button location against it. You will need to separate them into containers anyway. 
And with everything being a container of their own, you can have "hidden" part, where item stores materials its made of.  

>how to ID
You either use half assed system, or make a proper all encompassing item ID system. 
> I want to refer to the inventory by it's name
You dont mean, you literally search all existing items via std::string or something like that?
Replies: >>1589
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>>1587
>>1588
>create_item()
>create_inventory() 
I just realized that the way I explained it doesn't make any sense because I left out context. Those functions in reality are create_iteminfo() and create_inventoryinfo().

The way my stuff is organized is that I have objects and infos. The info represents the object's type and has all the static information about it, like name and description and sprite, you only modify those at game startup. The object has per-object information, like how many items are in an item stack, they are actual objects that exist in the world.

Pic related are the actual, un-edited data structures for my items. What I'm talking about is creating an Iteminfo, and connecting the relevant Inventoryinfoid into it. I don't need or want to store the inventory info's string ID into the item info, I just want the numerical ID, but the item info may be created before the inventory info so the numerical ID wouldn't exist yet.

>Are you trying to invent cataclysm:dark days ahead?
Not sure what makes you think that.
Test.
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New bread.
>>1605
>>1605
>>1605
>>1587
You need a better vision of what your game should be about, what is it called?

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As the title says. Anyways, here's mine:

- i5 2th gen (2c/4t)
- 8gb ddr3 ram (2x4)
- 256 gb ssd (sata)
- Manjaro (gnome DE)

It's okay for some development with python..
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>>1896
Possible but probably not? You sound like you use giant cpu towers and high-end gpus which are giant anyway.
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What one is better (for game development), the RX 7700 XT or RX 6750 XT?

I'm planning to pair it with an Ryzen 7 7700 and 32gb DDR5 6000mhz.

The price difference between these two cards is about 63 euro.
Replies: >>1955 >>1956
I don't think anyone on any imageboard has the required level of hardware and software/engine performance knowledge to be able to answer this.
>>1953
Should be fine either way. It only matters for working with blender, and in a minor way. Most new hardware is more than good enough for game dev, except when its something randomly unsupported.
>>1953
Both are fine. You usually just want something with enough VRAM, low power draw and a fast enough core.
However, the 7000 series/RDNA3 has a flaw with rendering proper 1080p with av1, I believe, and AMD just gave up on fixing it since it was a hardware/architectural issue.

hey all, recently became homeless but i still want to work on my game. i'm currently on a shitty laptop, are there any game engines that might be able to run on it? i'm thinking unity but i want to hear suggestions
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Replies: >>346 >>1936 + 4 earlier
>>105 (OP) 
> https://www.lua.org/pil/contents.html
> https://love2d.org
lua + LÖVE (aka lua2d)

>>343
based
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Sorry you are homeless anon Xray engine is got its sauce openes. (Go to github)

Sift through the code copy, paste modify well enough and im sure nobody will notice.
Try one of those webgl javascript engines (frameworks). Also get on some support, I guarantee there's some charity that will hand you a better laptop.
raylib. ez
>>105 (OP) 
maybe werkkzeug3. I've also used LibGDX which was fine - a Java gamedev framework (so more barebones than an engine, e.g. no editors included). It may have got a little more clunky over time but it's more stable and supports more platforms now.

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Found or thought of something interesting or helpful related to game development or design? Post it here.
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>>1755
I try first then use the AI, it's just an easier google search
Replies: >>1759
>>1758
That says more about the current state of search engines than anything else.
I finally got some time to work on stuff but I'm so drained.
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>>1787
Great stuff.

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Tenative Name : Uncommon Time Retuned

Demo day builds (Latest at feb 13th) :
https://mega.nz/folder/9HhVQaAb#Xa_HoCynSVuPKx7iOJTLNw

I am doing a full rewrite/edit of Feralpheonix's game Uncommon Time. In addition to the purging of literal-faggotry and tumblrshit, it cuts filler and adds in new story elements. Included are more main characters, a few new side characters, real villains, and gives the both the player and characters more agency in their actions.

For the gameplay side, spells from all fronts are being tweaked to make them more useful. Characters that were otherwise shit for one reason or another are changed up to be better. Yanfly Engine Ace scripts are added, so the party limit has increased to 7, and there are various other additions to make the game better. as well as a few oversights with the scripts that I need to work around to make time less-wasted

>why are you doing this?
To prove to myself I can emotionally get over my nodev status and make "something big".

>You're not gonna fuck up Teagan, right?
Hell no, she's still snide and critical as ever. In the rewrite, she's a legit monk instead of a "fighter", no longer a carbon copy of whatever anime character FP used to template Teagan, and will still be critical about the party over their shitty playing. And for you glorious waifufags, I got you covered, fam.
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Replies: >>369 >>381 + 1 earlier
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>>279 (OP) 
Is there an archive of threads, past "fan" games/content, and/or an archive of the 2015 stream(s)? I've only been able to find a handful of those. Thanks.
It's dead, isn't it? 
A shame. Even cuckchan could finish their SJW parody game.
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>>279 (OP) 
None of the Undertale AUs /v/ermin and quasi-normalshits have made have been even close to the original in quality, so I doubt this will really make Toby Phoenix eat hir heart out, but they're still fun to play I guess.
bump
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>mezzo is a trap
i thought you were going to REMOVE the gay from the game

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