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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
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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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Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
84 replies and 23 files omitted. View the full thread
>>2402
Nope. From what I saw, the ones who posted on cuck/agdg/ were there because it was temporarily a better place than what zzzchan's /agdg/ became for a while: a bunch of easily upset nodevs who didn't meme and weren't interesting to talk to. 
>>2403
I should probably do likewise, even though everything I've fucked around with over the last couple years has gone nowhere, as at least it's something to talk about. It's definitely better than waiting until I have something that satisfies me and leaving the few people here to talk about their projects in isolation.
Replies: >>2407
>>2403
>make my own imageboard
Problems: Where do you get a userbase from? Most just flock to where others already are. And fresh blood is a completely captivated audience by FAGMAN.
Replies: >>2407
>>2405
I figure that blogposting about whatever is better than not posting, more life for the board is good even if it's not the most interesting thing. Plus I don't have anyone else to talk to about what I'm doing.

>>2406
1. Create a place that makes people want to be there.
2. Make people aware that it exists.
3. Get rid of people who don't fit in.

People have different reasons to want to leave their current website and different things they're looking for in a new website, make it feel like a better place in every way (except user count) and you will maximize how many people stick around when they visit. I can use my own blogposting powers to make sure it never feels completely dead.
Replies: >>2408
>>2407
Godspeed, Anon.
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Game where you fight fake nazis with fake nazi arm bands, but later actual nazis with real swastikas show up.

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Found or thought of something interesting or helpful related to game development or design? Post it here.
122 replies and 53 files omitted. View the full thread
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John Carmack talks about an idea that sounds useful: having the mindset of trying many ideas and expecting to throw away most/all of them.

From my own interpretation that sounds like an extremely useful idea for multiple reasons. By not being afraid to just dive in to ideas, you will rapidly expand your understanding of the problem and explore different things which makes you vastly better equipped to solve the problem (and other problems too) well since you have hands-on experience with many different perspectives. Since you're treating everything as temporary/disposable, you won't feel like it has to be correct or future-proof, it lowers analysis paralysis and makes it easier to get started. And the more you program, even if it doesn't become anything you'll use, the better you become at programming, so if nothing else then at least you're becoming a better programmer.

I think I'll try to change my "workflow" so I can do this. I need to make it easier to create new branches of my projects so it's not a chore to start a new branch and delete other ones, and easier to browse old branches. So far I've just been duplicating my project folders, that's perfect but I perceive it as annoying thing that I want to avid because I have to sit around and wait *checks notes* 4 seconds to duplicate a folder.

I am CURRENTLY procrastinating because there's things I need to do but I don't want to screw up my project by doing something bad. There's clearly just a weird autistic menta
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Replies: >>2411 >>2412
>>2410
POTD

Great stuff Anon.
>>2410 
Full talk: https://www.youtube.com/watch?v=dSCBCk4xVa0
Some interesting stuff at the start, but he rambles about random ideas he has had for the rest of it.
Replies: >>2413
>>2412
Thanks, Anon!
Just discovered Carmack was the guy behind raytracing.

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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.

19 replies and 11 files omitted. View the full thread
You know there's always /late/, OP.
/late/ is too pure for this furfaggot.
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Work in progress walk animation for Kasha.
Also managed to finally get over my art block on Sachi's hair. Kinda like how it came out. All I have to do is texture her now.
Replies: >>2394
>>2393
Kasha is so cute
Replies: >>2404
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>>2394
I'm happy you like her friend.

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

Previous thread: >>123
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>>2380
What the FUCK

I just gave each chunk their own buffers and generate a list of render commands (so when I render a chunk it can just blast through state changes and draw calls without having to process anything). The chunks now render in less than 10 microseconds, i.e. <0.01 milliseconds, and the total frame time is <0.3 milliseconds.

I figured this would make it faster but I had no idea the difference would be this huge.
Replies: >>2386
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>>2385
Forgot my image.
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>>2386
Is it meant to be disparate across boundaries?
Replies: >>2389
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>>2388
No, I tried to make the tiles connect and pic related was the result, I've stared at this for multiple hours but it just doesn't make any sense so I left it for later.
Replies: >>2390
>>2389
I'm dumb I just realized what it was. The horizontal/vertical connections only have to check 1 condition (if it's at the edge then it needs to get the tile from adjacent chunk), so I foolishly assumed that diagonals do too, but diagonals actually have 4 conditions. For example the top-left connection, top-left tile has to check top-left chunk, top tiles the top chunk, left tiles the left chunk, and the rest the current chunk.

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Got distracted by a non-gamedev project? Post about it here.
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>>2070
>>2073
Released 1.0 of this just now.
The reason I experimented with vectors >>2219 is so I could draw the favorite stars.

The only real thing missing is performance, but I can't be bothered to do anything since this is already fast enough for all of my needs. The amount of effort required to manage a path/file cache wouldn't be worth what I'd gain.
Replies: >>2336
>>2335
Neat! Glad you've made such progress with it. Any plans for new projects now?
Replies: >>2337
>>2336
I jump around projects randomly so I can't predict anything. Maybe an imageboard.

---

Speaking of making an imageboard, I'm thinking of how to store data in an efficient way in a database/whatever. A lot of strings are very short, so it feels dumb to store a 4-byte or 8-byte integer for their length, giving them a fixed length like 200 is also wasteful. On the other hand, if you use a small integer, then you may run into limitations. So, to make things easier and get all the advantages, I came up with a way to read and write variable-length integers, inspired by UTF-8. I can just use this and not have to think about it:
#define swap_endian_16(x) __builtin_bswap16(x)
#define swap_endian_32(x) __builtin_bswap32(x)
#define swap_endian_64(x) __builtin_bswap64(x)

static u64 flexint_read_u64 (void* data, u64* value) {
	if (*(u8*)data < 0b10000000) {
		*value = *(u8*)data;
		return 1;
	}
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Replies: >>2338 >>2342
>>2337
Neat! I personally prefer the horrors of compile-time dispatch using Sepples templates, but this looks efficient.
>>2337
One downside of this is that it might be harder to resize data since the beginning of the string may need to move, you have to avoid overwriting the memory from the beginning of the string and such. Honestly, I've had variable length ints my mind for a long time but I can no longer remember what exactly I wanted them for. It was probably for some kind of string lists, arrays of arrays, maybe even data streams for an MMO, or to compete with JSON which technically only needs 3 bytes/characters to separate strings ("",).

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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.
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Heads up to moderation: the guy who tanked the /agdg/ thread over on zzchan apparently thinks he's gonna try his shit here too now. His schtick is to post gifs and shit of a bunch of squares moving on a screen and then some inane non-question like "what do I do now? I don't get the maths" or whatever. Keep an eye out and delete/ban on sight please, thanks.
Replies: >>2239 >>2244 >>2247
>>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.

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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.
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>>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.
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>>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).
>>2266
You can only get a lightweight engine or a drag/drop editor.

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Post what you're working on.
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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.

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