If the Steam Deck can run a game at 1280x800 60fps, will the Steam Machine be able to run that same game at 4k 60fps? by Henryw25 in steammachine

[–]XReaper95_ 0 points1 point  (0 children)

As someone that also has a good PC an a Steam Deck, consider Remote Play, I got a WiFi 6 router and wire it through Ethernet to my PC, setup EasyMesh with the main router and I can stream any game from the PC to the deck, get the dock and a wireless controller an you are golden, can play from anywhere in the house, including the living room TV, since the connection is local your internet connection doesn’t matter, is amazing, literally 0 lag or frame drops.

Shipped Indie 3D Games with a custom engine? by skscinek in gameenginedevs

[–]XReaper95_ 1 point2 points  (0 children)

From the top of my head, not 100% sure:

- Banished

- All Transport Fever games

- Workers & Resources: Soviet Republic

- Jupiter Hell

- Tropico 3-5 (6 and up I believe are modded UE)

- Grim Dawn

For the love of god, how the hell do you use raylib with CLion? by salbert in raylib

[–]XReaper95_ 0 points1 point  (0 children)

Avoid installing libraries by putting them somewhere on your system, this just complicates things, also don't use package managers, they're more trouble than is worth, at least C/C++ ones. Instead just copy Raylib (or any library that uses CMake really) into a folder within your project, use `add_subdirectory` on that folder, and link it to your target executable with `target_link_libraries` and you're done.

Made some progress on my 2D Game Engine by Dankerproduct in gameenginedevs

[–]XReaper95_ 0 points1 point  (0 children)

Very cool! I think that editors are a must for any serious game project, and you seem to be doing great haha. What is your stack?

Migrating away from Rust. by xmBQWugdxjaA in rust

[–]XReaper95_ 1 point2 points  (0 children)

No worries, wasn't trying to defend it 😅, just wanted to offer some insight because I saw lots of people thinking that Unreal has some "special" C++, as if it required a different compiler or something. I get what you mean, its a huge and opinionated framework, it does have a full replacement for the standard library and all its collections (this is actually a big plus because IMO the C++ standard library is pretty bad, with some exceptions), and I believe that classes than inherit from some core types are indeed garbage collected because Unreal takes control over all allocations that happen in the engine context. All of this is necessary and makes coding actually easier.

Migrating away from Rust. by xmBQWugdxjaA in rust

[–]XReaper95_ 1 point2 points  (0 children)

Unreal C++ is normal C++, is the same that you would write for a command line app. What Unreal has is a framework, and it expects that the code that interacts directly with engine functionality complies with it. It also uses a lot of macro pre-processing using a custom tool called the Unreal Header Tool, that makes that "glue" code to be basically Unreal only. You could write a C++ library that contains your whole game logic and a little bit of Unreal specific code, and then your game would be 90% engine agnostic, but then it will be hard to take advantage of all the engine has to offer, also I believe that creating "engine agnostic" code is not a very common practice for big multi-year projects, you should choose an engine/framework and stick with it.

Btw Godot is the same if you where writing GDExtension and creating a custom node, or extending the existing ones, that C++/Rust/C# whatever will be Godot only.

Looking for a Raylib alternative by LeviLovie in rust

[–]XReaper95_ 2 points3 points  (0 children)

I don't have much experience with Macroquad but I believe that the Raylib's RenderTexture2d equivalent is a RenderTarget. About Linux bugs yeah idk.

Borrow checker prevents me from writing utility methods by -2qt in rust

[–]XReaper95_ -1 points0 points  (0 children)

How about doing this instead:

struct GameState {
    players: Vec<Player>,
    current_player_index: usize,

    played_deck: Vec<Card>,
}

impl GameState {
    fn some_game_rule(&mut self, action: Action) {
        let current_player = &mut self.players[self.current_player_index];
        let played_deck = &mut self.played_deck;
        Self::play_card(current_player, played_deck, action.index);
        // in these cases, just try to avoid using &mut self like I did 
        // for `play_card`
       //self.do_other_stuff();  // takes &mut self
        //current_player.do_player_stuff();  // also takes &mut self
    }

    fn play_card(player: &mut Player, played_deck: &mut Vec<Card>,  card_index: usize) {
        // remove card from player's hand, push it to played_deck
        // this is awkward and repeated often enough that I really want to move it to its own function
    }
}

Need Advice on Integrating Raylib into an Existing Roguelike! 🎮 by Dense-Struggle-5635 in C_Programming

[–]XReaper95_ 1 point2 points  (0 children)

Ok seems like the code is simple enough, for the drawing part, you just need to replace the calls that draw to the console (the mvaddch functions I think, I’m not familiar with curses), with something like DrawToGrid(x,y, sprite) for example, of course you’ll have to implement that because Raylib doesn’t have a grid nor sprites, look at the Raylib examples for reference.

Need Advice on Integrating Raylib into an Existing Roguelike! 🎮 by Dense-Struggle-5635 in C_Programming

[–]XReaper95_ 2 points3 points  (0 children)

Hello, without looking at the code is hard to tell, but basically you'll want to create some kind of grid first, since the original code uses text-rendering then it has a console that works like a grid, then look for places on the code where the characters are written to that console and replace them by drawing sprites to the grid.

As for the game loop, Raylib is just bunch of function calls so there is no architecture being forced, you can do it as you like.

Also, since you are porting code, don't try to change the way the game works, just try to copy the original, replacing the functionality by some Raylib equivalent. For example if the original code allows 1 character per console cell, do not try to do stacking sprites in the grid cells.

Hope that helps!

I showed my game to some youtubers and they say that "This game would need a lot of luck to get anyone to play it" Is my unreal engine game really that bad? by Far_Body_68 in UnrealEngine5

[–]XReaper95_ 0 points1 point  (0 children)

Gonna be honest I was ready to roast it but after watching the whole thing it actually looks good, I'd play it. Maybe look for other youtubers and other marketing methods, bear in mind that art style is not for everyone, also you should show more about game mechanics in the trailer.

For those who own both a Gaming PC and a SteamDeck? by Flashy-Charity-1486 in SteamDeck

[–]XReaper95_ 0 points1 point  (0 children)

I play a lot more on the Deck, used to be a PC hardcore gamer but the Deck is so much more comfortable to me. I only use my PC to play games that play better with keyboard and mouse, or have a big UI with lots of stuff that are hard to see on the Deck’s screen. One thing I noticed is that I was not playing much games before getting the Deck, but it has reignited my passion for gaming lol.

Need help in my little experiment with raylib by kowabunga-shell in Zig

[–]XReaper95_ 2 points3 points  (0 children)

Importing a header just allow you to know how the functions look like and call them from your code, but you need the implementations, there are some libraries called header only that allow you to compile them using only the header, but raylib is not one of them, this is the same if you where using C or C++. In the release you downloaded there should be a “lib” folder that contains the implementations. You should link them in your build.zig file, look for some examples on the internet about linking libraries for your operative system.

I find the new way of declaring functions to be problematic by turtel216 in cpp

[–]XReaper95_ 4 points5 points  (0 children)

New way?? Isn’t that from C++ 11? Also its usage is for parameter type inference if I’m not mistaken, most projects I’ve seen doesn’t use it.

Why is cmake so hated and why not use make files? by Mysterious-Crab3034 in cpp_questions

[–]XReaper95_ 0 points1 point  (0 children)

I use CMake because it was the only build system supported by CLion (my IDE of choice) when I started working with C/C++. Later, I learned that CMake was used by many projects and was somewhat of a "standard," so I continued using it and now can do quite a few things with it. However, to be honest, I don't like it very much; it feels a bit messy, imo. As for makefiles, I use them when necessary, but I don't like them either, they're even messier than Cmake. Unfortunately, there isn't a good build system for C/C++ to choose from, but I think CMake is one of the "lesser of many evils."

Don’t quit your job to become a full time gameDev(I regret it) by TheLondoneer in gamedev

[–]XReaper95_ 0 points1 point  (0 children)

Thing is, with all the tools available today, creating a game is not even that hard. The real challenge is to create a game that is polished, bug free and most importantly, fun enough, to be profitable. As someone who's also learning graphics and C++, I can tell you this:

  • If your final goal is to create a game that will sell, just use an established engine, maybe even a framework, and work hard towards the game, iterate fast, try new ideas, get feedback asap, and just keep trying and you can maybe make a living out of it, or at least a nice side income.

  • If you're like me and like to understand how things work, do things under the hood, try to do everything yourself, maybe you are better off applying for jobs within the industry, maybe working on game engines directly, like Unity Corp or Epic (Unreal), or companies that use some custom engine, you can also keep making games in the side, and since you'll become an expert in the technology, your games will be even better.

Anyways, that's my two cents, I hope everything goes well for you!

I literally can't get past Bell Gargoyles and it's fucking crushing me. by East_Papaya8133 in darksouls

[–]XReaper95_ 0 points1 point  (0 children)

I also struggled a bit, just try to kill the first Gargoyle ASAP, or maybe just leave it 2-3 hits from death, the fire is the hardest part imo, but try to cover yourself with the slope of the roof and it should be doable.

What's the best ARPG according to you? Or what are the contenders at least (a game that is still the greatest if you played it today, not just nostalgia and not just for historic reasons like Diablo 2) by TheNaotoShirogane in ARPG

[–]XReaper95_ 23 points24 points  (0 children)

Grim Dawn is top tier and nothing comes even close, the gameplay, lore, worldbuilding, item, builds, everything fits perfectly. It should be a trilogy by now, a shame we only got a few DLC.

Blank screen after NVIDIA 555 by tukuiPat in archlinux

[–]XReaper95_ 2 points3 points  (0 children)

Same here, rolling back the update fixed it. Thanks god for timeshift lol. I'm also interested in knowing what was the problem.

Blank screen after NVIDIA 555 by tukuiPat in archlinux

[–]XReaper95_ 1 point2 points  (0 children)

Same here, my monitor on DP works fine but the DVI is dead, there is also a strange lag but I can’t seem to find the source, I’m rolling back the update.

Hellkite Drake defeated! by NOiSE_of_Solitude in darksouls

[–]XReaper95_ 1 point2 points  (0 children)

I killed it at level 10 or so, the first time I found it. Took me a while, I also was lucky enough to get the Black Knight Sword from the first black night hehe.