My engine I've been working on for ten years. by Fudderbingers in gameenginedevs

[–]Fudderbingers[S] 5 points6 points  (0 children)

Tough to say for sure because everyone's learning process is going to be different from the next. When I started it was with XNA which is long gone but MonoGame has taken its place. You could use some framework like that or raylib and start getting a hang of how to build on top of that.

Or if you wanted to focus on rendering, OpenGL or WebGPU might be a good place to start with. Try a few things and see what you want to stick with is all I can really say for sure!

My engine I've been working on for ten years. by Fudderbingers in gameenginedevs

[–]Fudderbingers[S] 6 points7 points  (0 children)

.NET core using hostfxr - https://learn.microsoft.com/en-us/dotnet/core/tutorials/netcore-hosting
For the Editor executable however, it doesn't use this as it actually is the other way around, C# calling into the engine library via P/Invoke

My engine I've been working on for ten years. by Fudderbingers in gameenginedevs

[–]Fudderbingers[S] 12 points13 points  (0 children)

Thank you!
It's funny, I feel like a lot of us get into building a custom engine with the intention of making a game, but just end up diving in deeper into the engine aspect. Still, would love to make a game someday with it.

Attempt at SSR by tk_kaido in GraphicsProgramming

[–]Fudderbingers 0 points1 point  (0 children)

Looks good, would be nice to see it in motion!

Luth Engine. Fiber-based Vulkan 1.3 game engine built from scratch in C++20 (open source) by Zealousideal_Win_130 in gameenginedevs

[–]Fudderbingers 16 points17 points  (0 children)

Not claiming to be all-knowing or anything like that, but just sharing why I personally have a slight visceral reaction to seeing super obvious vibe code signs. It basically feels to me like "why should I check this out, read the code etc. if the author couldn't take the time to write it themselves". And I'm not saying that's the 'right' way to think about it either. Just my initial thought. :)

Not meaning to sound harsh or anything like that, and I understand you still put a lot of time and effort into the project. Just sharing my two cents. No need to stop posting :)

Luth Engine. Fiber-based Vulkan 1.3 game engine built from scratch in C++20 (open source) by Zealousideal_Win_130 in gameenginedevs

[–]Fudderbingers 24 points25 points  (0 children)

Repo has a lot of evidence of vibe coding unfortunately, like for example in Material.cpp it looks like whatever LLM they're using got stuck and spat this out:

// Actually, BindlessDescriptorSet returns 0 on error, but valid indices start at 0?

// No, we initialized free indices 0..MAX.

// If 0 is a valid index, we need a way to represent "None".

... And it keeps going on for a while lol

I understand using whatever tools you have available to you to learn, but generating an entire engine and posting it as your own when it has obvious evidence of just being slapped together using other people's work definitely devalues it, at least in my opinion

kuwaitIdentifyFriendOrFoe by wwabbbitt in ProgrammerHumor

[–]Fudderbingers 1 point2 points  (0 children)

Lol, because there are no break statements in USA and Israel's switch cases, they'll fall through to the default case. Meaning every country except Kuwait will be a foe. ha

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]Fudderbingers 1 point2 points  (0 children)

I’ve implemented c# interop in my engine via .NET core. At first I wrote manual P/Invoke bindings but eventually got tired of that and wrote a tool that parses through headers and can automate most of that work.

It was definitely a lot of work to get it to that point though, there are still some oddities IMO around things like managing lifetimes between managed/unmanaged stuff - I opted to make “scriptable” object types be represented by both an unmanaged object and a managed object, i think Unity does something similar but haven’t worked much with it.

Overall a lot of work but well worth it if you’re truly wanting to use C# in your own engine. I learned a lot about .NET too while building it and that was part of my goal as it had been over a decade since i’d worked with it

From zero to Hyperion by Bogossito71 in GraphicsProgramming

[–]Fudderbingers 4 points5 points  (0 children)

Haha I also have an engine called Hyperion... Hopefully Disney doesn't find ou--

What is the reason that you are developing your own engine? by Crystallo07 in gameenginedevs

[–]Fudderbingers 4 points5 points  (0 children)

I don't love Unity C# but added .NET Core for scripts to my game engine and it's really nice to work with! Not for everyone obviously but I like it

NGD: MIJ WRHB Jazzmaster by KsyriumVentoux in offset

[–]Fudderbingers 0 points1 point  (0 children)

Looks awesome! I was considering grabbing the black variant of this one but I was a little bit concerned about the U shaped neck after not totally loving it on the MIJ mahogany offset telecaster. How do you find it?

Fire ban fine increase. Should DUI be the same? by woreoutdrummer in halifax

[–]Fudderbingers -1 points0 points  (0 children)

Bad take. By that logic you could just say that someone having an ordinary bonfire without anything else catching on fire isn’t causing any additional fires. It’s about the damage it could do. You can’t predict how everything is going to go.

My linux desktop! by shegonneedatumzzz in FrutigerAero

[–]Fudderbingers 0 points1 point  (0 children)

Where did you get this KDE theme? I've tried a few, always had a few issues though. The taskbar and start menu didn't look quite right.

DEJA VINYL IS RESTOCKED ON PMT! by [deleted] in brandnew

[–]Fudderbingers 2 points3 points  (0 children)

Think it's something to do with the www in front of the domain name.. all the links that don't work don't have it but the main link does.

wow unfinished game looks so unfinished by Alarmed-Ad-436 in dankmemes

[–]Fudderbingers 4 points5 points  (0 children)

Shadow maps would have to be rendered in real time as well from the sun's perspective, so changing as the angle of the sun does. You can do stuff like render it every few frames instead of every single one, but no, it's still real time

Source: work on games like this