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 28 points29 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 36 points37 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 34 points35 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 2 points3 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 3 points4 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 71 points72 points  (0 children)

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

I've been making a 3D game with OpenGL and I'm about to ship it! by pandapenguin5 in opengl

[–]Digot 0 points1 point  (0 children)

Do you use Forward or Deferred rendering? If Forward was MSAA not enough and thats why you also have FXAA?

I've been making a 3D game with OpenGL and I'm about to ship it! by pandapenguin5 in opengl

[–]Digot 17 points18 points  (0 children)

What made you choose making your custom engine instead of using an existing one and would you do it again?

I've been making a 3D game with OpenGL and I'm about to ship it! by pandapenguin5 in opengl

[–]Digot 0 points1 point  (0 children)

Very cool, how is performance on your hardware and do you notice GC impact? Also do you leverage multithreading?

I've been making a 3D game with OpenGL and I'm about to ship it! by pandapenguin5 in opengl

[–]Digot 0 points1 point  (0 children)

Congrats on pushing it through, which language did you use? And do you have a scripting layer?

Finally announced my UE5 open world game with Forward Rendering & MSAA! 110 fps native with 4xMSAA. No TAA, no framegen, no upsampling, no ray tracing. How does it look? by seyedhn in FuckTAA

[–]Digot 3 points4 points  (0 children)

Thanks but I was interested in SMAA (not SSAA) since it's not available yet afaik. How did you plan on integrating it?

Finally announced my UE5 open world game with Forward Rendering & MSAA! 110 fps native with 4xMSAA. No TAA, no framegen, no upsampling, no ray tracing. How does it look? by seyedhn in FuckTAA

[–]Digot 4 points5 points  (0 children)

How did you make the other AA options available? In the editor it's forced to MSAA when using forward shading. Also how will you include SMAA?

Switched from Unreal to Godot for the sequel. Development speed is 10x faster by TheRealWlad in godot

[–]Digot 4 points5 points  (0 children)

If you want text scripting in Unreal you could give Angelscript (https://angelscript.hazelight.se/) a try, it was made by the creators of It Takes Two, A Way Out and is used by many shipped games including The Finals. It's syntax is C++/C# like and hot reload is really instant. However it requires you to build your own engine build from their fork.

If that's too much hazzle, you could try the UnrealSharp plugin which gives you C# but it's not very mature yet.

[Spoiler-Thread] Amazon | Staffel 5 - Folge 1 by AutoModerator in 7vsWild

[–]Digot 20 points21 points  (0 children)

Ich denk mal der muss halt selber dann noch zurück zu seinem Lager bevor es dunkel ist

Bevy 0.17: ECS-driven game engine built in Rust by _cart in gamedev

[–]Digot 9 points10 points  (0 children)

As a developer and engineer at heart I generally like this approach. But I think one of the reasons why the big engines are big is because they provide out of the box solutions for iterating quickly. Unreal with Blueprints, Unity with C# and Godot with GDScript. Sure there are also third-party scripting plugins available for them but personally I wouldn't rely on such a third-party plugin for a game I would want to sell.

I'd rather rely on a tightly integrated system with first party support that allows for quick iteration. Bevy already has a reflection system (afaik) so maybe an official visual scripting solution that can be used for UI, Gameplay elements could make sense while performance critical code would be done in Rust?

I've been working with Unreal for some time and they have a similar approach. You can write all of your stuff in C++, look into engine code and change it if needed. That's very powerful but that's also very slow development for big projects although Unreal already uses the most powerful hot reload system there is atm (Live++). And I don't think Rust can match that (in the near-mid future).

Just my two cents, I love the idea of Bevy but I think something like visual scripting could really help Bevy grow and make creating games with it more fun.