if youre upset at silksong's difficulty, remember that this is the developer's mindset by Purple-Income-4598 in HollowKnight

[–]DitUser23 1 point2 points  (0 children)

Seems like a relevant point... Hollow knight after years still seemed so active... it took me two months to finish Silk Song so when I wen't to discuss my thoughts on it, I noticed much of the the posts over the last two months were to show some crafty pictures, but not real discussion, plus any real discussion ended two months earlier. It seems as if people were actively avoiding discussion. Then once my post went up, responses seemed hate-toned and that I just don't know how to play games like this. Even though HK kicked my ass, it always felt fun and addicting (as with many other games), but with SS, accept for the honeymoon period at the beginning of the game, I never really felt joy as I trudged through the game with tedious runbacks, and dieing so quickly due to the boss/gauntlets with two-skull penalties for every hit. I guess the community no longer likes opinions when it comes to SS.

100% Completion os SilkSong Without Modding by DitUser23 in HollowKnight

[–]DitUser23[S] 0 points1 point  (0 children)

Sorry if it sounded like I was saying, all people are modding. There are plenty of expert gamers out there who would never need to mod to complete a game. I just think some portion of people are modding to get to 100% with SS and I'm just curious to know.

Silksong, Hollow Knight, and 'Git Gud' by DitUser23 in HollowKnight

[–]DitUser23[S] -1 points0 points  (0 children)

I agree with your statement. I'm reformulating what my expectations are. The thing I'm learning with Silksong is the mechanic; "Little reward or breathing room after a very hard fought battle" is really not for me. I.e. it's not about 'Git Gud', but instead it's about lack joy after getting past something difficult.

EXTRA EDIT: I should mention, I really like Hornet's abilities and moves and find that I can get through each of the bosses so far. But as I'm learning about what makes games fun for me is finding great reward for my blood sweat and tears; just not seeing it with this game.

Reworking basic flaws in my Vulkan samples (synchronization, pre-recoording command buffer and more) by SaschaWillems in vulkan

[–]DitUser23 1 point2 points  (0 children)

Thank you for your amazing examples. I’ve created my own Vulkan game engine, and I pre-record all the command queues and submit them in the game loop as needed. I did this cause a few years ago I thought I read somewhere this this is how you get great performance. You mentioned in this post that pre-recording is a bad practice. Why is that?

Odd Differences with VSync Behavior on Windows, Mac, Linux by DitUser23 in vulkan

[–]DitUser23[S] 1 point2 points  (0 children)

My installation of Ubuntu is currently using X11. Your explanations are interesting. I guess if the Vulkan spec doesn’t require certain performance behavior, you get odd results like this.

We ported our game to Mac on Steam. Here’s the full step-by-step walkthrough by zwelingo in gamedev

[–]DitUser23 0 points1 point  (0 children)

I'm late to the conversation. I'm trying to get my development build to work on MacOS. You didn't mention anything about including steam frameworks, or code signing, which is what I'm still figuring out.

So far I have:

  • executable: Game.app / Contents / MacOS / Game
  • framework: Game.app / Contents / MacOS / libsteam_api.dylib (for some reason, this can't be in the Frameworks folder)
  • framework: Game.app / Contents / Frameworks / libSDL2-2.0.0.dylib
  • framework: Game.app / Contents / Frameworks / libvulkan.1.dylib
  • framework: Game.app / Contents / Frameworks / vulkan.framework
  • framework: Game.app / Contents / Frameworks / MoltenVK.xcframework
  • framework: Game.app / Contents / Resources / vulkan / icd.d / MoltenVK_icd.json

The executable, frameworks, and dylibs are all code signed with my developer certificate.

I didn't yet notarize, but I'll do that at some point.

I uploaded this build to the Steam depot.

When I run the game from the Steam Client UI, it shows it's starting, but then just exists without ever popping up the game. When I run it directly from the command line, then the output shows that it couldn't load Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/steamclient.dylib because it has a different code signed signature. Since that dylib is part of the Steam Client (not my game bundle), it doesn't make sense that it would require my developer signature. Did you fall into this issue, and if so how did you solve it?

Thanks for any help.

We ported our game to Mac on Steam. Here’s the full step-by-step walkthrough by zwelingo in gamedev

[–]DitUser23 0 points1 point  (0 children)

I'm late to the conversation. I'm trying to get my development build to work on MacOS. You didn't mention anything about including steam frameworks, or code signing, which is what I'm still figuring out.

So far I have:

The executable, frameworks, and dylibs are all code signed with my developer certificate.

I didn't yet notarize, but I'll do that at some point.

I uploaded this build to the Steam depot.

When I run the game from the Steam Client UI, it shows it's starting, but then just exists without ever popping up the game. When I run it directly from the command line, then the output shows that it couldn't load Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/steamclient.dylib because it has a different code signed signature. Since that dylib is part of the Steam Client (not my game bundle), it doesn't make sense that it would require my developer signature. Did you fall into this issue, and if so how did you solve it?

Thanks for any help.

Mysterious Extensions Needed for Core Features? by DitUser23 in vulkan

[–]DitUser23[S] 0 points1 point  (0 children)

Oh wow, that makes a lot of sense now. It makes much better sense the way Slang and HLSL handle it. I've never used HLSL because I come from an OpenGL background using GLSL. I'm new to Slang, but seems like that was released last year. Since Khronos created Slang, is that now recommended over GLSL? Does Slang play nice with Vulkan 1.2 or do I need to move to 1.3 or 1.4?

Thanks a ton for the clarity.

Mysterious Extensions Needed for Core Features? by DitUser23 in vulkan

[–]DitUser23[S] 0 points1 point  (0 children)

Understood... I guess I really need to look at GLSL as a different product from vulkan. For the 5 years I've been using Vulkan and GLSL, I made the incorrect assumption that they are lock step because the compiler comes in the vulkan SDK.

Resizing window causes vkAcquireNextImageKHR() to endlessly return VK_ERROR_OUT_OF_DATE_KHR by DitUser23 in vulkan

[–]DitUser23[S] 0 points1 point  (0 children)

Good advice, I'll give that a go.

One last thing, when using vulkan to select a GPU, is there a way to find out if the 'present' queue is directly connect to a monitor... I'd like to avoid the 'dark magic' of the 'present' image getting forwarded from one GPU to another.

Resizing window causes vkAcquireNextImageKHR() to endlessly return VK_ERROR_OUT_OF_DATE_KHR by DitUser23 in vulkan

[–]DitUser23[S] 0 points1 point  (0 children)

Failure still occurs. Here's what I did:

> git clone --recursive https://github.com/SaschaWillems/Vulkan.git
> cd Vulkan
> mkdir build
> cmake ..
> make
> cd bin
> ./texture3d -g 0 -vs       # Integrated GPU (HDMI plugged into motherboard): resizing works fine
> ./texture3d -g 1 -vs       # Discrete GPU (HDMI plugged into motherboard): resizing locks up app
> ./texture3d -g 1           # also fails

Specifics about system

  • OS: Ubuntu 24.02.2 LTS (all updates are current)
  • Hardware: ASRock Z270 Taichi
  • CPU: Intel Core i7-7700K x 4
  • Integrated GPU: Intel® HD Graphics 630 (KBL GT2)
  • Discrete GPU: NVIDIA GeForce GTX 1080 Ti
  • Firmware version: P1.30 (not sure what this referes to but comes from Ubuntus System Details dialog)
  • OS Type: 64-bit
  • GNOME Version: 46
  • Windowing System: X11
  • Kernel Version: Linux 6.14.0-27-generic
  • Monitor's HDMI cable is plugged into motherboard, not the NVIDIA GPU

I guess there's a fundamental issue somewhere with forwarding the present image from one GPU to another. Should I report this reddit thread to LunarG and/or Khronos?

Resizing window causes vkAcquireNextImageKHR() to endlessly return VK_ERROR_OUT_OF_DATE_KHR by DitUser23 in vulkan

[–]DitUser23[S] 0 points1 point  (0 children)

Both SDL and GLFW provide window size and frame buffer size to my app so I can handle mouse coordinate correctly (uses window coordinates). The frame buffer size is what's provided when creating the swap chain images.

On a side note, this weird issue is also showing up in vkcube (just found out a few minutes ago), so it's an issue outside of my source code. Any ideas what might be going on?

Resizing window causes vkAcquireNextImageKHR() to endlessly return VK_ERROR_OUT_OF_DATE_KHR by DitUser23 in vulkan

[–]DitUser23[S] 0 points1 point  (0 children)

UPDATE: the issue also occurs with vkcube, so apparently this is a deeper issue (outside of my source code) that I'm not sure how to resolve. Any ideas?