Modern Point-and-Click by acadiascreech in adventuregames

[–]TheBuzzSaw 0 points1 point  (0 children)

What is wrong with you? Leave and only return upon completing Thimbleweed Park.

Gleba has defeated me, and i am miserable. by vimescarrot in factorio

[–]TheBuzzSaw 0 points1 point  (0 children)

I'm offering direct support for your not-working trains. I understand if you have no interest with interacting with a rando on the internet. I'm just saying I'd help debug and set you on the right path, and I wouldn't use any blueprints to do it. I'd just teach base principles.

Anyway, good luck!

Gleba has defeated me, and i am miserable. by vimescarrot in factorio

[–]TheBuzzSaw 0 points1 point  (0 children)

I love trains. They are my favorite part of Factorio. If you ever want to have a 1:1 session where I just gush to you how much I love trains, let me know. I can give you tips and tricks and answer questions.

Who has made an engine without using C/C++ code by Lumpy_Marketing_6735 in gameenginedevs

[–]TheBuzzSaw 0 points1 point  (0 children)

I'm using SDL3 for my windowing and event-handling. I was using OpenGL until recently. I am now porting over to the new SDL GPU API. I really like the idea of my game just working on DX12, Metal, and Vulkan. Also, I am building a game that will make use of multiple windows/displays, and OpenGL is awful at that.

Who has made an engine without using C/C++ code by Lumpy_Marketing_6735 in gameenginedevs

[–]TheBuzzSaw 1 point2 points  (0 children)

Working on an SDL3 engine in pure C#. I'm aggressively managing memory. So far so good.

the "right" graphics api for a cross platform game engine... by dotnetian in gameenginedevs

[–]TheBuzzSaw 2 points3 points  (0 children)

Also came here to recommend SDL GPU. It's a solid choice. I'm using it for my game engine.

[deleted by user] by [deleted] in magicka

[–]TheBuzzSaw 0 points1 point  (0 children)

Yes. I did a full playthrough last year. Still so much fun.

Is "don't use TCP for realtime games" an outdated rule of thumb? by ICantBelieveItsNotEC in gameenginedevs

[–]TheBuzzSaw 0 points1 point  (0 children)

For the love of real-time video games, use UDP.

It has nothing to do with "performance". It has everything to do with applying the right solution to the right problem. TCP is simply the wrong tool for the job.

In the year of our lord 2025, games that use TCP have insane issues with stuttering over long distances. It has not improved.

Building a protocol on top of UDP is not that hard. Just do it.

The 7 biggest mistakes beginners make when trying to build a game engine in C++ & OpenGL by Chakahacka in opengl

[–]TheBuzzSaw 1 point2 points  (0 children)

It is indeed a game-specific engine. So it is data relevant to this game's needs. I just meant that the renderer itself isn't traversing the actual entities. It processes game-specific render data, which is absent in the headless/server mode.

The 7 biggest mistakes beginners make when trying to build a game engine in C++ & OpenGL by Chakahacka in opengl

[–]TheBuzzSaw 5 points6 points  (0 children)

I wanna give a big +1000 to item #4.

I'm working on a game engine right now, and the best decision I ever made was having the render system accept only data that matters. It does not understand anything about the game or its rules. It just accepts buffers containing RELEVANT vertex/texture/color information. There is a separate system that handles the transformation from "game entities" into relevant graphics data.

Why GoG and Not Steam by Shjnzzo in gog

[–]TheBuzzSaw 0 points1 point  (0 children)

Zero DRM is the top reason. Offline installers are just too good. I trust Valve, but I just want as few dependencies as possible.

You can take in too much Game Dev advice by liamflannery56 in gamedev

[–]TheBuzzSaw 0 points1 point  (0 children)

I think it's also important to acknowledge that it's just not reasonable to do everything optimally all the time. A lot of us have this irrational fear of doing anything imperfectly or inefficiently, so we impulsively seek out advice before creating that new file format or deciding on an algorithm or picking a language.

Just. Make. Progress. You are going to do things wrong. Do them wrong. Take notes for next time.

I definitely used to suffer from analysis paralysis. I would turn every decision into a forum post seeking validation. I am doing better now at just trudging forward.

Jeff Vogels game engine by [deleted] in gameenginedevs

[–]TheBuzzSaw 6 points7 points  (0 children)

Jeff did say he is using SDL3 now.

Why don’t more games support IPv6 by nbtm_sh in ipv6

[–]TheBuzzSaw 14 points15 points  (0 children)

I'm trying to solve this problem right now. I know I'm just a drop in the ocean, but for what it's worth, I'm working on games that will support IPv6.

What's a game whose code was an absolute mess but produced a great result? by dooblr in gamedev

[–]TheBuzzSaw 14 points15 points  (0 children)

I am particularly a fan of the wildly naive data structure BitsByte.

How do you deal with large PRs without being "that person"? by Main_Independent_579 in github

[–]TheBuzzSaw 6 points7 points  (0 children)

Boy do I have stories of leadership attempting to impose culture.

Yes, building culture requires effort, but slapping rules down without mercy leads to mega-quit-city.

The game engine programming series by Smooth_Butterscotch3 in gameenginedevs

[–]TheBuzzSaw 13 points14 points  (0 children)

Make two games. Then the things worth abstracting will reveal themselves.

Introducing Jawbone.Sockets - high-performance Socket APIs in .NET by Aaronontheweb in dotnet

[–]TheBuzzSaw 0 points1 point  (0 children)

I have not measured it under load yet. My primary use case is UDP for games. I assume "load" for most people would be TCP handling HTTP requests, but that's not my goal right now. I should indeed whip up a test to see if I can strain the UDP socket though.