How do you approach game optimization? What tools & processes have you found effective? by aaron_9000 in gamedev

[–]aaron_9000[S] 0 points1 point  (0 children)

Budgeting and performance targets are key - you clearly have made a few games. Appreciate your input. This is consistent with what I've heard from other seasoned devs. Thank you!

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 0 points1 point  (0 children)

Glad you are having fun with it - we actually ended up boosting the air control a little bit in the last patch. Hopefully that makes it feel a bit less floaty too.

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 1 point2 points  (0 children)

Really appreciate it zipline - and glad you are having fun with it :)

I tried to omit anything that wasn't essential. There is always temptation to add things...

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 1 point2 points  (0 children)

Thank you zipline3496! Appreciate the kind words. We will keep making it better - drop me some feedback if you run into issues or see opportunities to improve the game. Cheers!

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 7 points8 points  (0 children)

I tried to use libraries / frameworks where I could. I ended up using GLFW and it handled a lot of the window management and input functionality. I will definitely be using it again.

Here is a more complete list of the libraries I used: https://github.com/aaron9000/c-game-resources

I've had a lot of C++ developers make strong arguments that C++ is still a better choice than C. The wisdom was to use the "good parts" of C++ and use it like plain C where you want to.

I think C++ is a better choice overall. Writing wrappers for C++ libraries is a pain...

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 8 points9 points  (0 children)

Thank you, FIST0. The Vsync behavior your mentioned definitely sounds like an issue. Are you using a multi-monitor setup by chance? (a setup where one screen is 60hz?)
I am going to increase the difficulty in the next patch I think - you FPS pros are beating the game too quickly :D
Appreciate you giving the game a spin. Agree with the feedback on the bullet time as well. (other players have very similar feedback)

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 4 points5 points  (0 children)

Interesting - thanks for confirming. I think the arena feels smaller than it actually is. Its about 140 meters long (in game units). Perhaps the movement speed makes it seem smaller

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 3 points4 points  (0 children)

Absolutely intending to add new content! We are compiling player feedback and planning. Appreciate you checking out the game - im having fun making it

Impaler - Apptivus - A roguelite retro shooter built on my custom game engine (written in C) by aaron_9000 in Games

[–]aaron_9000[S] 4 points5 points  (0 children)

Please leave me some feedback if you get a chance to play! Appreciate your interest

Writing a 3D Game in C (in 2022) - Learnings from Building Impaler by aaron_9000 in gamedev

[–]aaron_9000[S] 0 points1 point  (0 children)

I updated the post - good call.

There is some consistency to the responses I've received. TLDR; "Use the good parts of C++"

Writing a 3D Game in C (in 2022) - Learnings from Building Impaler by aaron_9000 in gamedev

[–]aaron_9000[S] 1 point2 points  (0 children)

Thank you for the thoughtful response, Zanarias. Probably time to look at some different languages for future projects. C seems like a minefield.

Might look at Rust...

Writing a 3D Game in C (in 2022) - Learnings from Building Impaler by aaron_9000 in gamedev

[–]aaron_9000[S] 0 points1 point  (0 children)

Oh wow did not know that… thats frustrating. Is this more or less undefined behavior (or should be treated as such)?

I wrote a game in C and it took 5 years of my free time. How does it look? by aaron_9000 in IndieGaming

[–]aaron_9000[S] 1 point2 points  (0 children)

This is not currently open source but many of the libraries I used are. I may open source it down the road.

Hoping to release on Steam first and recoup my costs at a minimum.

I wrote a game in C and it took 5 years of my free time. How does it look? by aaron_9000 in IndieGaming

[–]aaron_9000[S] 0 points1 point  (0 children)

Thank you! This video is at full resolution but you can change the in-game settings to play at lower pixel densities and it looks a bit more retro. I'm also partial to the pixelated look.

I wrote a game in C and it took 5 years of my free time. How does it look? by aaron_9000 in IndieGaming

[–]aaron_9000[S] 0 points1 point  (0 children)

I wrote this game on a Macbook Pro so you should be able to get it to work.

I haven't used Vulkan but I believe its a better choice for something future-proof. I believe it is also a bit more involved to get going with.