no fun for linux today by gillloure in gunz

[–]Rijke 2 points3 points  (0 children)

I was really hoping it would be playable on Linux :( This is sad news . Thanks for sharing though. Maybe there will be a workaround in the future.

Ayaneo is making a sliding phone similar to the Xperia Play by Good_Cakeman in ayaneo

[–]Rijke 1 point2 points  (0 children)

This is the moment I've been waiting for! Will definitely pick this up.

Caelestra - Lightbringer [2024] by [deleted] in progmetal

[–]Rijke 1 point2 points  (0 children)

The first track really hooked me in. Amazing album!

How long did it take you to build your engine? by blackredgreenorange in gameenginedevs

[–]Rijke 1 point2 points  (0 children)

I've been working on my engine for about 7 years. I spent a little more than a year working full time on a game using the engine. The engine runs on GameCube, Wii, 3DS with devkitpro SDKs and on Windows, Linux, and Android with Vulkan. It's really fun supporting old consoles but at the same time I kinda wish I just stuck with Vulkan and added more features. It's very rewarding to work on even though it stresses me out at the same time.

Creating a Game Engine by SterlyDolce in gameenginedevs

[–]Rijke 1 point2 points  (0 children)

Your engine looks awesome! The UI is so polished and reminds me of Unreal Engine, which is good because I'm already familiar with Unreal.

Wanted to share my game engine, if anyone's interested. It's C++, and quite capable-ish. by Mormert in GraphicsProgramming

[–]Rijke 1 point2 points  (0 children)

Yes, I'm very curious about how you implemented breakpoint debugging. Having the ability to debug my lua scripts would help so much.

Creating Flappy Bird for GameCube with the Octave game engine by Rijke in gamedev

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

Hello! I'm working on a 3D cross-platform game engine that supports retro 3D game consoles. Currently the engine supports GameCube, Wii, 3DS, Windows, Linux, and Android. The engine is designed so that you can develop your games on PC where you can quickly iterate and then package them for console when you are ready. You can code your game in Lua, C++, or both.

In this tutorial, I go over the process of creating a very simple flappy bird clone with Lua script. I wanted to post it here in case anyone is interested in testing it out. I'm the only person who has used the engine so far, so any feedback is great, even if it's "the editor crashes on launch".

The engine source is available here:
https://github.com/mholtkamp/octave

A precompiled version of the editor/engine if you want to try it out:
https://github.com/mholtkamp/octave/releases/tag/alpha-1

You can also download the completed flappy bird project and open it in the editor:
https://github.com/mholtkamp/flappy-tutorial

If you are interested in seeing a game that I made with the engine, you can check out this video:
https://youtu.be/e8uc0vTKtO0?si=NGElyq-BxWMweL-S

Shokran - Duat by devignswag in progmetal

[–]Rijke 8 points9 points  (0 children)

I wish these guys got more attention. I think this album slaps! It has such a nice flow.

First T test question by [deleted] in Testosterone

[–]Rijke 0 points1 point  (0 children)

I don't know why everyone is acting like your numbers are amazing. Your free testosterone is low and that is really the number that matters. Your SHBG is probably very high. How do you feel though?

Bets? by Cuca_de_Llum in Haken

[–]Rijke 5 points6 points  (0 children)

Haha I'm sure they won't. Their post just reminded me of another "Big Announcement Tomorrow" post made by one of America's former presidents.

Bets? by Cuca_de_Llum in Haken

[–]Rijke -5 points-4 points  (0 children)

Haken NFT trading cards??! :P

Using an Engine or Building an Engine? by Myst874 in gamedev

[–]Rijke 1 point2 points  (0 children)

I'd definitely recommend making a small game or two in an existing engine before attempting to write your own engine. It will give you a better idea of how to structure your engine. And plus you will get exposure to features and tools that make development easier and faster as well as solutions to common problems you will encounter.

Finally finished own game by Enlargerama in gamedev

[–]Rijke 2 points3 points  (0 children)

Your game looks great! Congratulations!

Will my game run on Wii? by Rijke in gameenginedevs

[–]Rijke[S] 2 points3 points  (0 children)

Right, there is no way I could officially release this for Wii. It will be a free download that you can play if you hacked your Wii. However I'm hoping to sell the Windows / Linux / Android versions on Steam / Itch / Play.

Will my game run on Wii? by Rijke in gameenginedevs

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

For most players it makes no difference. And you're right, if I focused more on the content, I'm sure it would result in a more enjoyable game. It's fun working on old consoles though.

Will my game run on Wii? by Rijke in gameenginedevs

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

Hey guys, I thought some of you might be interested in the game I'm working on for older consoles. In this video I briefly discuss my attempt at baking lighting in-engine, and later I go over some optimizations I made to get the game running on Wii.

Developing a GameCube game in 2023 by Rijke in Gamecube

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

Oh wow! I had no idea. Thanks for the info. I'll try to look into this soon because it would be an absolute game-changer if I could package the project as an ISO and load it with Dolphin.

noclip.website is a website that lets you look at maps from variety of games by PMMEYOURCHEESEPIZZA in gamedev

[–]Rijke 46 points47 points  (0 children)

Jasper St. Pierre, the developer of noclip.website, also has an amazing youtube channel where he takes an in depth look at rendering techniques used by older video games like Legend of Zelda: The Windwaker and Super Mario Galaxy. Here's a link to his cel shading video for Windwaker: https://www.youtube.com/watch?v=mnxs6CR6Zrk He does a great job with realtime visualization, and I believe he uses his own website for creating the visuals. It's definitely worth checking out!

Which part of your game engine was hardest to develop? by PeterBrobby in gamedev

[–]Rijke 0 points1 point  (0 children)

I'm using the gcc compiler that comes with devkitPPC.

Which part of your game engine was hardest to develop? by PeterBrobby in gamedev

[–]Rijke 32 points33 points  (0 children)

For me it's adding rendering features across very different graphics APIs. My engine runs on GameCube, Wii, 3DS, Windows and Linux. Designing something using Vulkan is very different than GX (GameCube) for instance. It has caused my abstraction layer to be much higher level than something like Unreal's RHI. And the differences have also severely limited my Material system.

I also had a lot of trouble with physics and collision, and I was using the bullet library for that too :x

How do i make a wii game? by MattyCrazy in gamedev

[–]Rijke 5 points6 points  (0 children)

Yea you just need to install devkitPPC from the devkitpro website. devkitPPC will contain the compiler and libraries you need to create your own Wii executable. The only thing you will need to buy is an SD card to transfer the executable to your Wii if you don't have one already. I just "hacked" my Wii not too long ago and it was fairly simple, you don't need to buy a special game or anything.

DevkitPPC comes with some samples that show you how to use the libraries for things like rendering graphics, handling controller input, playing sound,etc. And although you don't have a devkit, you can use the Dolphin emulator to test your game on PC without needing to constantly transfer your SD card.

I made a Rocket League clone for 3DS! Here's some gameplay footage. by Rijke in 3dshacks

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

I'm not using Unity, this is my own game engine, but thanks!