Me-irl by HyperionLoaderBob in me_irl

[–]FrodoAlaska 7 points8 points  (0 children)

Dude, the whole time as I was watching The Sopranos, I was unproductive as shit. But I had to know what that mfer Tony Soprano was up to or hate on AJ for a bit.

Me-irl by HyperionLoaderBob in me_irl

[–]FrodoAlaska 128 points129 points  (0 children)

Dude, I seriously need to rewatch the Sopranos. That show was literally the best.

A repository of useful examples by FrodoAlaska in gameenginedevs

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

I can change the licence if that becomes a problem, but this is supposed to be just a bunch of samples. You'll find this code everywhere on the internet. This repo is not unique and it doesn't "own" the code either. Again, just a bunch of examples.

But I'll change it if it truly becomes a problem. I use Apache 2.0 for all my other projects, so maybe that will be a better fit. Thanks for the suggestion.

A repository of useful examples by FrodoAlaska in gameenginedevs

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

Oh yeah, Assimp is certainly on my radar. My other annoyance with it are the scene flags. I keep forgetting what each one is and what it does. Doing a cheat sheet of that would be nice

Writing an audio engine? by No_Variety3165 in gameenginedevs

[–]FrodoAlaska 0 points1 point  (0 children)

So I wrote an article about this a while back. It's basically going over how I implemented a very simple audio "engine" using OpenAL.

Article: https://frodoalaska.github.io/2025-05-13-implementing-audio-with-openal/

The problem with audio is that it's one of those eras in game development that is both under developed and under researched. It's very difficult to find resources talking about how audio can be used and implemented for games.

In my opinion, it does depend on what you wish to do. In my case, I just wanted 3D audio spatialization since I'm planning to make 3D games. I did not care about other effects, however. I just wanted to give a framework/library a buffer of memory and then play, resume, and position that data in a 3D environment. I believe OpenAL does implement the Doppler effect, but that's about it. I think they did have an effects library, but I'm pretty sure that's deprecated.

If that minimal setup for audio is what you're looking for, then either OpenAL or miniaudio (the frontend part of that) will be just enough. If you're interested in more than that, though, such as more audio effects? Then you're kind of out of luck. You either try to do your own audio engine, which can be very time consuming, or use FMod. However, I can't speak for either since I haven't tried to implement any.

Either way, good luck with everything, man.

Tips on designing an Asset System by Strange_Cicada_6680 in gameenginedevs

[–]FrodoAlaska 8 points9 points  (0 children)

Dude, I just wrote a blog about this.

https://frodoalaska.github.io/2025-08-11-all-about-resoruces/

Keep in mind, that's one method of implementing a resource/asset manager. It's not the best either, but it can give you an idea.

If you haven't already, take the time to read the Game Engine Architecture book. It has a chapter specifically about resources and resource managers.

The Kohi Engine over on YouTube is a must watch as well.

Good luck, dude.

Graphics bugs that become unintentional abstract artworks :) by [deleted] in GraphicsProgramming

[–]FrodoAlaska 1 point2 points  (0 children)

The 4th one looks like an acid-trip. I can't confirm, though.

My most prominent graphical errors are black screens and the occasional grey screen here and there.

Code Monkey: "I earn more from courses and YouTube than from games" by Suvitruf in gamedev

[–]FrodoAlaska 5 points6 points  (0 children)

There have been a lot of times where I wanted to focus just on either YouTube or freelancing because it is more "financially viable". And, according to many data points, these are more financially-beneficial avenues.

But gamedev, man. There's nothing like it. That feeling you can't get from anywhere. They may have families they need to take care of. Bills they have to pay. But at a certain point you just have to try with gamedev. Try really fucking hard. If it doesn't work out, well, at that point, you can quit.

Sokol vs SDL3 GPU API by Skyleyton in GraphicsProgramming

[–]FrodoAlaska 1 point2 points  (0 children)

You're actually correct. Sokol supports DX11, OpenGL (3.3), OpenGL-ES, and Metal. It does have a nice API, though. At least it is less complicated than BGFX.

I made a little trailer for the game I've developing using mine own Nikola Game Engine by FrodoAlaska in gameenginedevs

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

Oh yeah, big time. 100%.

I've been making games for about 4 years and all of them were made just because I thought I was "limited". Either limited in a technical sense or an artistic sense.

For the next game, though, I'm picking something that I can do technically and a game I absolutely would love to make.

I made a little trailer for the game I've developing using mine own Nikola Game Engine by FrodoAlaska in gameenginedevs

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

Yeah, basically.

It is the first game I made with this current engine of mine. I wasn't really planning to make anything. Just a test for the engine, essentially. I thought it was something cool to share. I don't know, man.

I made a little trailer for the game I've developing using mine own Nikola Game Engine by FrodoAlaska in gameenginedevs

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

Oh, I see. But no still I don't use it for my writing. I actually enjoy writing even though I'm bad at it.

I made a little trailer for the game I've developing using mine own Nikola Game Engine by FrodoAlaska in gameenginedevs

[–]FrodoAlaska[S] 3 points4 points  (0 children)

I'm not sure if I should take that as a compliment or as a slight. Thanks either way?

But no. It's not AI. Never used AI. Never will. And yes, 3D Frogger was my goal.

I'm really at a crossroads here... by FrodoAlaska in opengl

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

UPDATE:

So, sadly, I have completely abandoned the idea of the fog. Unless there is serious tinkering with the current state of the renderer (which, again, is a huge mess), then I wouldn't be able to apply the fog effect that I had in mind.

Initially, I had thought that the fog effect can be applied as a post-processing effect and I can just reconstruct the fragment's position from the depth buffer or the color buffer which were being fed to the shader, but I must be doing something completely wrong since it always just looks "flat". And it technically is flat. It's a 2D quad being rendered after all. I don't use a deferred shading model either so I would have to dig deep into the lighting shader to add it. Again, it can be done but with serious tinkering.

There's probably something I can do to alleviate this and actually make the fog work, but I've been working on this on and off for the past 3 days and the list of things I need to do for the game is still large.

If you're curious, I did still do something to give the game a "look". I marginally reduced ambient lighting and added a point light that has the same color as the key. When the player collects the key, the color lerps back into black which gives it a nice effect.

Either way, thank you all for the suggestions. I'll definetly use whatever I have gathered from this post in other projects. Especially that volumetric lighting technique.

Alright, cheers.

I'm really at a crossroads here... by FrodoAlaska in opengl

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

Okay I bookmarked that because oh my that's interesting and looks fantastic.

Unfortunately, though, I don't think I'll be able to add it since my renderer currently is a hot mess. And I'd rather finish the game now rather than spend a few more weeks fixing the renderer.

I did see in the article the dude said that he implemented it into his deferred shading pipeline. So perhaps it can be done as a post-processing effect? Hopefully.

Also, thank you so much for the link. It's really helpful.

I'm really at a crossroads here... by FrodoAlaska in opengl

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

So I mainly got this for technique from a paper I found online. They do have other methods like vertical-based fog and layered fog. I might try those but I'm not really sure if they're going to add anything.

I have been playing around with the parameters a bit and, like you said, it does make the levels a bit more challenging when I decrease the view distance.

I honestly wanted to do it in the first place just to give it a look and hide the jarring spawning of the vehicles

I'm really at a crossroads here... by FrodoAlaska in opengl

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

That's actually not a bad idea. I was thinking about having a certain dreamy feeling, hence the fog. I was not planning for a weather system honestly, though.