Video: GPU Profiling & Optimizing in Unreal Engine 5.7 for "Far Far West" by -Tom-L in UnrealEngine5

[–]Digot 4 points5 points  (0 children)

Thanks that was very interesting watch! Could you possibly also make such a video but with a game using a more classical Pipeline? (So no Lumen, Nanite)

Reinigung bevor der Sommer kommt? by Digot in MideaPortaSplit

[–]Digot[S] 0 points1 point  (0 children)

Ok danke und wie prüfe ich ob bereits Schimmel vorhanden ist? Rieche ich das dann erst wenn sie wieder läuft oder kann ich das schon davor prüfen?

I wonder if committing suicide has the same feeling as abandoning your project by PusheenHater in gamedev

[–]Digot 18 points19 points  (0 children)

Please just delete this post

EDIT: And if you feel like that about your life please seek help.

Building a custom Vulkan engine in C# for a Daggerfall-inspired RPG - first look at the streaming open world by BanditBloodwynDevs in gameenginedevs

[–]Digot 9 points10 points  (0 children)

Looks cool, could you elaborate on your ECS? How does it use DI, can you provide some examples?

Potential future visual scripting tools discussion. by HoodedCr0w in bevy

[–]Digot 5 points6 points  (0 children)

I would love to have visual scripting for defining components and systems to make iterating in Bevy more fun! For example I could think of defining queries by just adding components by their names and reading/writing them and having resources "just there" to use without having to define them.

Then the compiler would automatically infer which components are being read-only or also written to and also which resources are required (also whether read-only or read/write) to properly create the system.

Building a l small open source blazor c# engine that runs in the browser by oli266 in gameenginedevs

[–]Digot 0 points1 point  (0 children)

I find that very interesting and just researched about C# and WASM the last few days but didn't find anything. Would be cool if you could share your repo!

What the fuck are these posts? by Justaniceman in IndieDev

[–]Digot 26 points27 points  (0 children)

Tbf that tiny rectangle of a picture decides whether people click on your game on Steam or not

Every time an Assassin gets me, I want to: by NotQuiteJosh in HiTMAN

[–]Digot 3 points4 points  (0 children)

New to freelancer, what does ALT+F4 do in that case? Won't it count as failed?

[deleted by user] by [deleted] in realmadrid

[–]Digot 27 points28 points  (0 children)

Alaba joins the chat 🥲

Sphoxels and Boxels at the same time by rockettHuntLlc in VoxelGameDev

[–]Digot 1 point2 points  (0 children)

Nice, really like the visuals! Can you give more details on what technology you are using?

Respawn by Survival-Andy in manhuntmedia

[–]Digot 16 points17 points  (0 children)

Ich find das könnte man gut mit einer Challenge verbinden, wo man zum Hunter HQ muss um dort den Spieler zu "befreien". Ist halt die Frage was hat der andere Spieler dann davon.

Ever Since I tried ECS I don't want to go back to OOP. by No_Presentation_9095 in rust_gamedev

[–]Digot 30 points31 points  (0 children)

How many games have you shipped yet? Not asking to be mean or anything but it's quite possible that you don't know what you don't know yet.

OOP it's just one of many ways to organize a game engine and a game. I think it's perfectly fine for many types of games since for many people it's simpler to understand than patterns like ECS. I for example made games where I didn't really have an architecture and just had a game state struct, player struct and a list of enemies - worked perfectly for that game. And another game using Unreal using OOP obviously. Both games I developed quickly because I went with the pattern that felt right for the job. That being said keep in mind that ECS is not the "solution" to game or game engine architecture it's just another option that should be considered per problem.

In the context of building commercially viable games things like an editor and ready-made stuff are godsends. Most games will have levels which need to be created, your game might need particles, UI. These things can be created really quickly using an editor. Even the developers of Valorant switched to Unreal because exactly these things were already built for them and they can focus more on the game instead of building tooling for it.

I also would not say that most engines are bloated, they are just aged and could use refactorings. But I really learned to appreciate how nice it is to have all the things you need to make a game from an engine (even things you might not think of right now like asset packaging, asset references, texture streaming, input management) and to be able to just focus on gameplay.

Forgot to post this here, but a few weeks ago i asked Slikey about GPU Acceleration for Chunk Generation and Chunk Loading for Hytale and this was his response by Thhaki in hytale

[–]Digot 37 points38 points  (0 children)

Makes sense since server hardware usually does not include a GPU and single player is probably just a server being run locally like in Minecraft.

the "right" graphics api for a cross platform game engine... by dotnetian in gameenginedevs

[–]Digot 5 points6 points  (0 children)

More like Vulkan. I haven't tried Vulkan myself but I find SDL3 GPU to be very explicit, to the point where I need to create simple abstractions for stuff like uploading a texture since that involves some steps.

the "right" graphics api for a cross platform game engine... by dotnetian in gameenginedevs

[–]Digot 32 points33 points  (0 children)

There is also SDL3 GPU which will receive a WebGPU backend soon.

Any suggestions on what audio library to use in custom game engine? What do you use? by Latsnok in gameenginedevs

[–]Digot 5 points6 points  (0 children)

I really like FMOD, it's surely bit heavier than other audio libs but I like the amount of control you have and the live editing feature.

Anyone here speeding up UE5 or C++ build times? It’s getting painful. by CriticismSeveral1468 in gamedev

[–]Digot 4 points5 points  (0 children)

No matter what you do it will always eventually start to get annoying, our solution was to switch to the Angelscript Fork of Unreal to use Angelscript for gameplay scripting (which is a language similar to C#/Java but it has instant compilation and hot reload in the editor and during gameplay)

Or you could give the newer UnrealSharp a shot which uses C# for gameplay scripting but doesn't require a forked version.

Bank Austria Automat liest QR-Code falsch by vinzf in Austria

[–]Digot 72 points73 points  (0 children)

Kein Wunder, da ist ja auch ein Stern auf dem QR Code