New Thread[×]
Name
Email
Subject
Message
Files* Max 5 files50MB total
Tegaki
Password
Captcha*
[New Thread]


Keep at it, Anon!


comfy_cirno.png
[Hide] (9.8KB, 600x407)
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.

agdg.png
[Hide] (620.6KB, 470x750)
Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
154 replies and 50 files omitted. View the full thread
1762289106523465.jpg
[Hide] (101.5KB, 736x736)
>>2684
Heh
Not sure if any of you heard of this recently, Vulkan 1.0 now has a new fork called "Ape" and it's fully rewritten in Zig language. This new fork of graphic API doesn't need mesa driver for it work which I think, it is kind of cool in its own way.

In term of the degree of complexity, do you think using this API with Zig language would be a lot easier now or more of the same?
Replies: >>2687 >>2688
>>2686
Isn't Ape a software driver instead of a fork?
>>2686
>fork
<Ape: A New Vulkan Driver Written In The Zig Programming Language
And it's a software driver, which completely defeats the point of using Vulkan in the first place.
Stop reinventing the wheel and write the damn game, anon!
Replies: >>2689
TinyGL_1.png
[Hide] (139.5KB, 1344x584)
TinyGL_2.png
[Hide] (116.9KB, 1332x559)
>>2688
Those kinds of drivers are usually fallbacks for running some kind of (usually non-vidya) graphical software in weird situations where you don't have a GPU driver. Nowadays the one I usually hear about is LLVMPipe, but there used to be more of these back in the early OpenGL days when many people didn't own 3D accelerators. Mesa actually started out as one of them back in the mid-90s, and Fabrice Bellard (the guy who wrote FFmpeg and QEMU) wrote a fast software subset of OpenGL 1.1 called TinyGL.

null_pointer.webm
[Hide] (729KB, 640x360, 00:09)
Got distracted by a non-gamedev project? Post about it here.
98 replies and 27 files omitted. View the full thread
647caacdf25b1732ac31ff1471a0234985de69be18e522dbb18b5fe94a23c707.png
[Hide] (191KB, 650x620)
60d5a49a7245a644a24889889df29dcd659226dca698e59436581d3f9426c3d3.png
[Hide] (190.9KB, 650x620)
158b7b33b00c3a8a62e5db5cccd352d550e0f0e61f5347633148e02243f58cb0.png
[Hide] (199.5KB, 650x620)
>>2614
I made my wife, STASTISTICAL ANALYSIS, 3d so I could jerk myself to the fine contours of their INFINITELY DIFFERENTIABLE MANIFOLD.

Dunno if I did something wrong or the board was just dead in 2022.
I'll post game stuff eventually I swear.
Replies: >>2638
>>2636
I'll look forward to the day you do.
Replies: >>2639
90e922014eeb75a25fe1a51283969a608e5e525ed21c972eb420262b5fedd61a.png
[Hide] (22KB, 800x500)
>>2638
max_area.gif
[Hide] (38.6KB, 120x120)
I implemented a max-area circle generator >>1398

uint get_max_area_circle_indexcount_for_vertexcount (uint vertexcount) {
	return (vertexcount-2)*3; // vertcount-2 = number of triangles.
}
void build_max_area_circle (uint vertexcount, Vec2f* vertices, uint indexcount, u32* indices) {
	assert(vertcount >= 3);
	assert(indexcount == (vertexcount-2)*3);
	
	u32* ibuilder = temp_alloc(vertexcount*sizeof(u32));
	uint ibuilder_count = vertexcount;
	for (uint i=0; i<vertexcount; i++) {
		f32 angle = (MATH_PI * 2.0f * (f32)i) / (f32)vertexcount;
		vertices[i].x = cosf(angle);
		vertices[i].y = sinf(angle);
Message too long. View the full text
Replies: >>2681
>>2680
Congrats Anon! Looks very cool tbh.

>The Method of Exhaustion
Based old Greek dudes used just this approach to accurately determine Pi.

519de92bb2e773a0b1f20e07ddf87d494ab3c92e7db7c1fd0bc26d26f1655573.png
[Hide] (5.3MB, 2048x2048)
Post what you're working on, won't you?

Previous thread: >>123
345 replies and 183 files omitted. View the full thread
52ce7bad65302e4883afd17fe89a1755ed5e3120d6052e38d65d0e9ce0e0876d.jpg
[Hide] (5.4KB, 259x194)
>game starts giving cramps on my hand despite only playtesting the demo stage
i'm fucked
Replies: >>2672
>>2671
You or your keybinds?
Replies: >>2673
>>2672
My hand is getting cramps from playing my demo.
I guess trying the punch button to the left click is gonna do that if you're gonna press it often.
Which is weird, because I was able to play Ultrakill at the most insane level possible, and while I had to stop doing that because my hand would get in exceeding pain, I still really loved the game.
Maybe I'm just getting old. How do people play Moba's and other massive clicker games without getting cramps?
Replies: >>2674
wrist_stretches.jpg
[Hide] (87.7KB, 759x1200)
>>2673
>Maybe I'm just getting old. How do people play Moba's and other massive clicker games without getting cramps?
Can't say I know, as I don't play that slop. The only game I recall getting cramps from was Benbo Quest, as something about its absolute abuse of the Z and X keys just killed my hands.
Pic related could be helpful for your hands, although it won't help you craft better keybinds (or mousebinds, for that matter).
caveman6-1.webm
[Hide] (3.7MB, 800x600, 00:27)
I'm rather close to finishing this, a sort of apocalypse timeloop prototype where you find item combinations and route your path.

rpg_classes.png
[Hide] (1.2MB, 2532x2000)
1700933429463404.png
[Hide] (4.9KB, 1024x512)
Found or thought of something interesting or helpful related to game development or design? Post it here.
171 replies and 77 files omitted. View the full thread
zi118vazxk5c1.jpeg
[Hide] (17MB, 6703x4865)
Replies: >>2668 >>2670
>>2667
I don't like these.
Replies: >>2669
>>2668
The weapons, or whatever series of charts this comes from?
OP's_Knife.jpg
[Hide] (9.6KB, 286x78)
>>2667
Woah, they even have OP's favorite knife in there.
https://github.com/dongyx/libaca
In America we call it citizen science. For this university student it's just science

Spoiler File
(15.9KB, 402x403)
Spoiler File
(440.1KB, 947x858)
Spoiler File
(3.1MB, 1423x1930)
Spoiler File
(989.5KB, 984x1739)
Spoiler File
(11.4MB, 3558x4963)
This is a megathread for all the different games I'm making and the universe they take place in.

So if you've been around 8chan since the gamergate days (or, god forbid, somethingawful circa 2010) you probably know who I am. I'm PsychoJosh, aka GigaDev and PJ, notorious giantess shitposter and no-lifer solodev/artfag. I'm creating this thread because I'd like to have a space for my individual projects that I can post updates and basically blog about, and Mark is a faggot, so I can't be as open about it on 8moe.

My games take place in a universe I've been building since I was in junior high - I can't remember the exact date this manifested but it has existed in some form since at least 2001. Originally starting as a mean-spirted anime parody I didn't know what to do with, thought I was gonna make a webcomic or an animated series but I decided at some point I wanted to make video games. Which, as it turns out, is really fucking hard, but I'm still in there trying to make these games happen.

My most infamous project is GigaMaidens, the 'main event' game I'm building up towards - a 1v1 3D arena fighting game about giantesses who destroy cities as they fight. Obviously a grand project that is much too big to tackle on my own, so I have it on the backburner while I try to complete smaller-ish projects starring Kasha, a catgirl from the same universe as GM.

(cont'd)

USER WAS BANNED FOR THIS POST 2. The board is SFW. Mature content should be spoilered.

44 replies and 34 files omitted. View the full thread
Replies: >>2652 + 2 earlier
>>2273 (OP) 
This has been the culmination of years worth of blood, sweat, and tears. I'd appreciate it if you all played and gave feedback!
https://mikerowe.itch.io/gagamaidens
Replies: >>2653 >>2662
>>2652
Glad you've made it this far! I'd give some feed back but me old computer's too shit to run it, it seems. Or maybe it's a browser issue. I'll keep trying.
Not too sure what I'm supposed to be doing in the game, but the juggling of the special attack into the opponent was fun.
smugkasha.jpg
[Hide] (205.1KB, 984x673)
>>2652
Hey there! I saw this a few days ago but wasn't able to reply. 
So what, it's a baby version of GigaMaidens? It was a bit difficult getting it to start (you should really label that the only playable character is the Sachi-type character) but it was fun throwing buildings in each direction. It has a nice feel to it. Could use some explosions when the buildings are smashed on the ground. But it's very cute, I appreciate you doing it.

What happened to the other one you were making, Micromaidens? I liked that one too. Thanks for doing this.
Who's the fifth character supposed to be?
Replies: >>2663
>>2662
My art and code slaves disowned me, so I had to find new ones in Claude, Grok, and ChatGPT, depending on who'd play nicest that day.

1468405570313-1.png
[Hide] (1.4MB, 1536x1536)
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.
96 replies and 36 files omitted. View the full thread
nuklear.gif
[Hide] (4MB, 800x533)
agar171.png
[Hide] (362.4KB, 1527x1269)
Tk-Demo_using_Tk_8.6.6_on_Windows_10,_November_2016.png
[Hide] (87.1KB, 1247x764)
>>2572
Depends on what you're looking for. Immediate mode UIs for dev tools? More general game GUI libraries? A widget toolkit that isn't GTK+?
I have zero experience with doing GUIs in C myself (my only experience with the field is fucking around in Godot), but the Suckless.org guys recommend https://github.com/Immediate-Mode-UI/Nuklear as an immediate UI library. https://wiki.musl-libc.org/alternatives has a number of different recommendations, some of which look pretty cool, and I've heard good things about Tk. Perhaps someone else here could recommend you something else from his experience, but I figured I'd toss these at you in case any of them look like something you'd want to fuck around with.
Replies: >>2574
>>2573
NTA. Nice post, Anon. Thanks for the information.
>>2572
If you want to do it yourself, making a simple immediate mode UI is very easy. Here's a pretty good article about it: https://www.dgtlgrove.com/p/ui-part-2-build-it-every-frame-immediate

It looks something like this:
struct Contex {
	Vec2i origin;
	Vec2i pos;
	Vec2i size;
	int row_height;
	int row_spacing;
};
void maybe_wrap_to_new_line (Context* context, int width) {
	if (context->pos.x + width > context->origin.x + context->size.width) {
		context->pos.x = context->origin.x;
		context->pos.y += context->row_height + context->row_spacing;
Message too long. View the full text
Replies: >>2576
>>2575
That's good-looking code, Anon.
>>2572
If you want to do your own from scratch, Clay is a good reference and the author has a video explaining it works.

animation_planning.gif
[Hide] (343KB, 512x512)
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.
239 replies and 54 files omitted. View the full thread
>>2238
This is him is you don't recognize the posting style: 
>>2236
>>2237
Replies: >>2244
>>2238
>>2239
Thanks for the headsup, Anon. Yes, he's been abusing Trashchan for a few days now.
Replies: >>2247
>>2238
I still find it baffling they refused to do anything about it.

>>2244
It's appreciated.
Replies: >>2286
>>2247
>I still find it baffling they refused to do anything about it.
I remember seeing that guy in the zzz/v/ /agdg/ threads and his posts were promptly deleted almost every time they appeared. Did I miss something?
I figured those threads slowed down due to the autist posting his DA-tier scribbles of uncanny women.
MeriKuri, /agdg/!

2020-04-27_03-34-07_(1).mp4
[Hide] (2.7MB, 1280x720, 00:13)
Post what you're working on.
502 replies and 321 files omitted. View the full thread
ClipboardImage.png
[Hide] (72.6KB, 408x206)
>>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
items.png
[Hide] (34KB, 752x483)
>>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.
c0f9b45354cd49fbcb8f0395a73230637a76596de76df37bb70041c11c947e7c.png
[Hide] (60KB, 1200x1000)
New bread.
>>1605
>>1605
>>1605
>>1587
You need a better vision of what your game should be about, what is it called?

computer.jpg
[Hide] (1.9MB, 1920x1280)
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..
39 replies and 2 files omitted. View the full thread
>>1896
Possible but probably not? You sound like you use giant cpu towers and high-end gpus which are giant anyway.
proxy-image.png
[Hide] (22.3KB, 3840x2160)
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.

Show Post Actions

Actions:

Captcha:

- news - rules - faq -
jschan 1.7.3