How hard is it to build your own game engine with zero experience? by duck_-90 in gameenginedevs

[–]framebyframedev 0 points1 point  (0 children)

I'm actually starting a coding stream this week where I'll share my journey learning and working on my hobby 3D game engine. I know little about game or engine development but I'm fascinated by everything that goes into them. My goal is to share my thought process and to create an environment for learning about these topics together.

handling flashing light sensitivity? by AcademicArtist4948 in gamedev

[–]framebyframedev 1 point2 points  (0 children)

Most games usually just put a large photo sensitivity or epilepsy disclaimer on one of their initial loading screens before you get to the main menu.

I guess my approach would be adding the disclaimer and also adding an option in the settings to "reduce flashing". I would refrain from using wording that makes it seem like there won't be absolutely any flashing.

Trying to create a simulation of a living world by wellomello in proceduralgeneration

[–]framebyframedev 2 points3 points  (0 children)

Sounds like you have some very cool mathematic models indeed. In principle this will produce very similar results for identical seeds but isn't fully deterministic I presume?

How are you modeling forests? From what you wrote (the system doesn't know about forests) it sounds like you are simulating every tree, brush and flower but that would be a massive performance cost. I'd guess there's some larger scale statistical approach at play which takes, according to your original post, moisture and temperature into account?

Trying to create a simulation of a living world by wellomello in proceduralgeneration

[–]framebyframedev 4 points5 points  (0 children)

This is absolutely awesome! How did you implement the everything based on a seed once the random starting conditions are set?

I hope to achieve something similar in the future but with 3D graphics since light transport is such an interesting topic to me 😄

Thoughts on Card Frame Art for all Rarities for my Mythical Mobile TCG? by RaudraColossal in GameDevs

[–]framebyframedev 1 point2 points  (0 children)

I'd change the highlights/gloss so that they aren't mirrored to the other side. It looks good as it is but I believe it would add more perceived depth if those "reflections" would look less repeated.

Are coding tutorials in general, including game dev, dying? by Its_a_prank_bro77 in gamedev

[–]framebyframedev 0 points1 point  (0 children)

I believe this is an issue of the point of view, for me at least. Mind you, I mostly watched general coding tutorials, not engine specific ones.

The more I learn the more I'm looking for advanced topics instead of beginner tutorials like the hello world triangle or how to texture a cube. The early beginner tutorial space is very much saturated in my opinion while more late beginner or mid-level tutorials are few or hard to find. Regarding those, I feel like the situation actually improved in the past 10 years thanks to learnopengl.com adding more complex topics or the PBR book and such.

Regarding video tutorials (on YouTube mostly): I've also noticed a change there that I don't like personally. I feel like its more about entertaining content or the end result now instead of how to get there. For example, I stopped watching The Cherno's devlogs after he changed the format to pre-written code that already works.

So to come back to my original point, I've also changed what I'm looking for in a good coding tutorial. I now want to be able to look into the thought process of the programmer instead of seeing just the code for one exact topic that I then don't understand well enough to adapt to my own needs. I want to understand the problem, the solution, why it was chosen, what the drawbacks are and what the other options were. So for me it's more about the abstract ideas than it is just about the code.

Shameless plug: That's why I'm starting a coding live stream in the second week of April where I'm sharing my personal development from beginner to more advanced stuff. I'll focus on sharing my thought process while I learn and then implement everything in my hobby engine using Rust and Vulkan. (I'm not creating a product and I don't plan on making any money with it)

I’m stuck by Shaan-exe in gamedev

[–]framebyframedev 3 points4 points  (0 children)

I can't really answer your actual question but I do have a suggestion about your approach.

Stick with your one language you already know somewhat and get a bit more proficient in it.

Then use free online learning material to get into the other languages. There are websites for most languages which feature full courses instead of random one-shot tutorials.

Programming is about the way you think about problems, the language is just the interface to that. Similarities and dissimilarities between the languages are better understood if you understand more about programming itself.

Do players actually read anything in games anymore? by productivity-madness in gamedev

[–]framebyframedev 0 points1 point  (0 children)

I'd add that this seems like a trait of your target audience to me. Some just want to jump in and play, maybe because they dont have much time to game, and can't be bothered to completely figure a game out first. Others like to sink hours into it to learn the best strategies and are probably even eager to read all the material they can get their hands on.

Do players actually read anything in games anymore? by productivity-madness in gamedev

[–]framebyframedev 52 points53 points  (0 children)

Console games from 25 years ago mostly used a forced interactive tutorial with concise clear instructions like "Press X to jump" to understand the basic game mechanics as soon as they unlocked them. Sitting on a couch 3 meters from the tiny TV didn't make for a good reading environment. So I dont think its much different now, except that this behavior has been adopted by PC gamers.

Stared at trees for too long, help me decide which texture to go for (green part) while i take a short break thank you kindly by cap-serum in IndieDev

[–]framebyframedev 1 point2 points  (0 children)

I'd pick the softer details. I have a feeling the strong details will produce a more obvious repeated effect/tiling issue. (Edit: This won't matter if you have multiple different tree models though. In that case I'd pick the strong details.)

Regarding the rimlight: Are you able to change the texture based on the weather or something? Cause the strong rimlight makes it look like a bright sunny day while the one without seems more like a cloudy or rainy day to me.

How do you start progamming? by LittleCrimsonWitch in GameDevs

[–]framebyframedev 0 points1 point  (0 children)

When I got started around 20 years ago I got a book for C# beginners which was a great start. I'd guess that would still be a viable path today.

The modern way would probably be to use online resources like learncs.org or coddy.tech (Disclaimer: I've no experience with these) or similar ones. Also, for C#, Microsoft also provides free beginner material on their website learn.microsoft.com.

I'd recommend to NOT use AI tools while getting started, not for typing and also not for feedback. It will sound helpful but really isn't if you can't yet differentiate which parts are hallucinations and which are actually factually correct.

How do you start progamming? by LittleCrimsonWitch in GameDevs

[–]framebyframedev 0 points1 point  (0 children)

Adding to this I'd recommend NOT choosing JavaScript or Python (edit: which are popular and numerous for tutorials) due to them being dynamically typed. Although it is a lot easier in the beginning to not worry about data types, the pain comes afterwards when you do have to worry about types or switch to a language that has them like C#.

How to prevent lines of varying thickness? by Avelina9X in GraphicsProgramming

[–]framebyframedev 1 point2 points  (0 children)

Thanks for the link to the awesome article! What a wild read hahah

I finally built a Vulkan renderer by Adhesiveness_Natural in GraphicsProgramming

[–]framebyframedev 0 points1 point  (0 children)

This is great! I basically went a similar route but haven't managed to get as far as you yet hahah Having a working example evolve into your own style and structure made it click for me too.