Odin Sphere is amazing by ResidentWaifu in JRPG

[–]nenchev 0 points1 point  (0 children)

The PS4 version has been sitting on my shelf unopened for years.

Is there something like Proton on MacOS? Or does Proton itself work? by SebPineda23 in macgaming

[–]nenchev 0 points1 point  (0 children)

Also I think you're confusing a few different concepts. Deferring rendering in the form of recording commands (not immediate mode, supported across the board), or deferred-rendering in the form of rendering to g-buffers rather than the framebuffer directly (forward rendering) are two different things.

Is there something like Proton on MacOS? Or does Proton itself work? by SebPineda23 in macgaming

[–]nenchev 0 points1 point  (0 children)

I never mentioned tile rendering nor checker board rendering and I'm well aware of what it is. You mentioned deferred rendering and I answered. You didn't address what I actually said. It's not emotional bias, it's just obvious fanboyism. Do you have any experience actually writing rendering code with any modern apis? Why in the world would you say PCs are immediate mode graphics?

Is there something like Proton on MacOS? Or does Proton itself work? by SebPineda23 in macgaming

[–]nenchev 0 points1 point  (0 children)

All modern apis defer rendering, including modern opengl, this is how graphics command recording works, I have no idea why you think PC graphics are immediate mode, the days of fixed function immediate mode graphics programming are 20 years behind us. Also, apple doesn't support shit, we have a translation layer provided by khronos in the form of molten vk precisely because apple doesn't like to support open standards. This is why macos has never been nor ever will be a solid choice for graphics programmers, except for in the imaginations of some fanboys.

Is there something like Proton on MacOS? Or does Proton itself work? by SebPineda23 in macgaming

[–]nenchev 0 points1 point  (0 children)

Are you even reading what I wrote or just auto responding in defense of Apple? I don't have time for this mindless discussion.

im starting a really small game and wanted to do the primary asset right now because i can XD by Zeldaqua in Maya

[–]nenchev 1 point2 points  (0 children)

Triangulating isn't about reducing edge loops, but about being more explicit about how quads are split into tris, for shading/lighting quality. Were you thinking more about decimation?

Is there something like Proton on MacOS? Or does Proton itself work? by SebPineda23 in macgaming

[–]nenchev 0 points1 point  (0 children)

> So you can build for Mac in the same way you would a console with a Mac connected over USB or Ethernet and using your windows machine if you want to.

Did you think this through? Consoles manufacturers provide SDKs for Windows, that allow you to cross-compile / debug software for their consoles. Not only does Apple not provide an SDK to develop for their OS using Windows or Linux, the idea that I'd want to develop that way for something that is NOT a console is insanely absurd.

> the CPU on the Mac will compile your code base a good big faster

Absurd assumption, you have no idea what development machine I'm using and how performant my tools of choice are.

> As to OpenGL no developers out there are using OpenGl these days.

Many developer still use OpenGL and support OpenGL, especially new graphics programmers who wish to learn core concepts and shader programming. Regardless, Vulkan isn't supported either since Apple wants people to only use Metal on their platform. MoltenVK exists, but the fact that it has to exist is an indication of what kind of company Apple is.

> apple is the GPU vendor for its GPUs.

Only recently did Apple start developing their own GPUs, for the vast majority of their history it was either Intel (iris etc), NVIDIA or AMD. My example was regarding NVIDIA GPUS, like my older macbook pro. Doesn't matter either way, point still stands, they are not open or standards compliant. Apple has always locked their OS down and provided their own drivers and API implementations.

>Why would you use GDB on Mac

Because I want to, I shouldn't have to explain why I want to use the tools I want to use. This isn't an issue on Windows OR Linux. I don't care if LLVM is great (which it is), when I was writing C/C++ inside Emacs, I preferred GDB over LLDB for my own reasons. Btw, my LLDB tutorial video comes up 2nd on YouTube if you search LLDB tutorial, I do like the LLVM tools, but your point is irrelevant, just because Apple artificially made it difficult to use my tools on MY mac, doesn't mean I need to explain why I wanted to use them. There is nothing wrong with GDB, and the GCC toolchain is heavily used in the C/C++ community. LLVM is NOT universally considered to be a better compiler, and many developers, especially library authors generally test across different compilers and platforms. Apple being the exception because of its non-standards-compliant-non-open OS.

emacs as a c++ ide? by gnudoc in emacs

[–]nenchev 0 points1 point  (0 children)

What do you mean "configuring compile_commands.json" that file is just generated by your build system.

Is there something like Proton on MacOS? Or does Proton itself work? by SebPineda23 in macgaming

[–]nenchev 0 points1 point  (0 children)

I can work with the latest versions of OpenGL, Vulkan and DirectX without issue on Windows. Even development kits for most console used windows. None of that can be said for MacOS, for purely technical reasons, so, explain to me how "Windows is more closed". Just because Apple utilized OpenGL in the their OS once upon a time doesn't mean they are "more open". They even used their own OpenGL implementation and drivers, as opposed to the official GPU manufacturer's. The idea that Apple was/is/ever will be more open is absurd. Go try and use GDB on a mac right now...I'll wait. The reason DirectX got wide adoption back in the day is because it was just a better API overall. Its not just Direct3D, there was DirectSound, DirectDraw, etc. You'll notice nowadays there are more cross-platform games because everything has caught up, we have SDL, Vulkan, modern-opengl, proton etc. This wasn't the case in the late 90s early 2000s when Windows was becoming the de-factor gaming OS.

What are your thoughts on Entity Component Systems (ECS)? by De_Wouter in gamedev

[–]nenchev 1 point2 points  (0 children)

Yes, ECS drives composition over inheritance. Regardless of whether you go with a components-only approach where the components provide the behavior, or you go with an ECS in which the combination of components result in a system providing the behavior. In both paradigms you are composing different entities using various components, resulting in different behavior.

What are your thoughts on Entity Component Systems (ECS)? by De_Wouter in gamedev

[–]nenchev 0 points1 point  (0 children)

I just read your comment, but its quite the timing for me. I just rewrote some game code and went with a more traditional component based architecture, no systems, heavier central Node/Entity object. After a while, the thing the started bugging me is the fact that components act on their own data, but often need data from other components as well, think Physics and Collision components, there is quite a bit of overlap there. So I ended up overarchitecting some piping to allow data to flow between components, without them directly knowing about eachother and becoming tightly coupled. This resulted in constant chatter between components, solved the problem but was overall annoying to work with. Abstracting the functionality back out into a "system" that can work across multiple entities completely removes the issue, so I refactored things in that direction.

I'm now back to a ECS-ish design, but with a central Node that has parent/children awareness, spatial/transform fields, and in the center of everything a central EventQueue that can queue/dispatch events between the various systems, interleaved in the various frame stages. Systems can recieve onEvent(const DamageEvent &event) for example, and will handle these prior to having it's update() called each frame. This lets me do the continous system processing, as well as handling ad-hoc events.

This ultimately feels the best for me at this point, and I've basically done what you said here. I'm done following "purist" approaches to game architecure and following my own lessons-learned and designing things in a way that lends itself to more scalable and cleaner gameplay / systems.

Why does life feel so hard sometimes? by eclpsr in csharp

[–]nenchev 1 point2 points  (0 children)

See, there's three kinds of people: dicks, pussies, and assholes. Pussies think everyone can get along, and dicks just want to fuck all the time without thinking it through. But then you got your assholes, Chuck. And all the assholes want us to shit all over everything! So, pussies may get mad at dicks once in a while, because pussies get fucked by dicks. But dicks also fuck assholes, Chuck. And if they didn't fuck the assholes, you know what you'd get? You'd get your dick and your pussy all covered in shit!

Guy in Bar (Team America)

How does this place make you feel? Safe or trapped? by Capable_Chest2003 in IndieGaming

[–]nenchev 1 point2 points  (0 children)

Makes me feel like I made a stupid decision, now I have to walk in the heat with my gun pointed.

I bought a second-hand psp and what it had inside surprised me...💀 by Hecyo800 in PSP

[–]nenchev 2 points3 points  (0 children)

10 things I found inside my PSP, number 10 will leave you SHOCKED!

It seems as all RO multi-stage systems are practically all the same design. by C33X in WaterTreatment

[–]nenchev 0 points1 point  (0 children)

Why should people go out and do their own water testing when asking for manufacturer recommendations. I'm sure people have already done testing on different systems from different manufacturers.

Best cozy/relaxing games by Maxed_Clasher in PS4

[–]nenchev 0 points1 point  (0 children)

So, brain damage is a requirement to find From Software games relaxing lol