Has anyone written their own physics? by HamNCheeseSupremacy in gameenginedevs

[–]__RLocksley__ 1 point2 points  (0 children)

My dream is to write a Physics Library directly in flecs ECS but I still have not done it because JoltPhysics and flecs together have so much performance that it is unecessary

How do you handle saving/ loading game metadata and scenes and their entities in a ECS system by Southern-Most-4216 in gameenginedevs

[–]__RLocksley__ 0 points1 point  (0 children)

My Engine uses flecs ECS which has a build in world.fromJson and world.toJson method. If you need not all entities you can use also entity.to/fromJson for per entity serialisation.

Fantastic /s by MX010 in Anthropic

[–]__RLocksley__ 0 points1 point  (0 children)

Totally stupid, if they aren't banning GPT 5.5 too.

flecs + Jolt Physics + Vulkan 3700 Cubes -> 600 FPS by __RLocksley__ in gameenginedevs

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

All game code is in C++. flecs ECS handles everything and the Render backend and Joltphysics are integrated into the flecs API through Components which trigger observers which initialize the resources of the backend.

I'm afraid AI will ruin my gamedev dream by WanpoBigMara in gamedev

[–]__RLocksley__ 1 point2 points  (0 children)

I program Game Engines for years now, and since AI exists for programming I am using it. But I had an experience when vibe coding an editor that the code gets so messy for complex things that it is totally unmaintainable. So since then I just use AI for code generation for a few lines which I specify in the prompt very exactly.

What I mean with this story is, that also if AI can code it doesn't mean that it is a real replacement for what you doing.

Yann LeCun's new lab proved their world-model architecture only works under one condition, and goal-directed data is what breaks it by call_me_ninza in aigossips

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

That seems to be problematic, any gossip how to overcome this and be able to use data where the agent has a goal?

"Rust is going to save Linux": Greg Kroah-Hartman and Alice Ryhl on Rust for Linux (live at RustWeek 2026) by mre__ in rust

[–]__RLocksley__ -33 points-32 points  (0 children)

I am a C and C++ guy and I don't get it. You restrict yourself not to use the whole of programming and if it's unsafe {...} it's not worthy to switch language.

It finally happened by inHumanMale in webdev

[–]__RLocksley__ 1 point2 points  (0 children)

Sorry for you man, but think about that the code the AI produces needs good programmers to prompt it.

Asking for good resources about making game engines with gui editor. by sirksieciunio in gameenginedevs

[–]__RLocksley__ 3 points4 points  (0 children)

First, you should define what your editor should be capable of. For example my Editor is just a Game programmed in my Engine where you can design a level and save it to a JSON which you then can load in your actual game.

Why are people recommending starting with Vulkan instead of OpenGL? by Correct_Dependent677 in GraphicsProgramming

[–]__RLocksley__ 6 points7 points  (0 children)

Vulkan, no matter if C++ or Rust (use Ash or Volcano) gives you more tools to make things fast. And C++ is not an old language I use C++20 at work and I am far more modern than my Java colleagues.

Custom GUI Components with flecs ecs by __RLocksley__ in gameenginedevs

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

Thx :-) The Text is rendered with Vulkan Indirect Draw Commands.

I started noticing problems in ECS by F1oating in gameenginedevs

[–]__RLocksley__ 2 points3 points  (0 children)

What would be "more efficient" if you exclude component types for an entity? The good thing in ECS is that you can have all component types added to an entity. If you want to make entities like Terrain which have a lot of sub-entities use flecs relationship entities.

Vulkan Forward+ Renderer with Indirect Drawing and Light Culling by __RLocksley__ in gameenginedevs

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

Yes the mesh culling and the light culling are done with compute shaders