I've been working a lot with #glsl for a while now, writing complex code. Overall, I feel like the single improvement that would make the most difference for the language would be support for pass-by-reference instead of copy in/copy out syntax, as suggested here https://github.com/KhronosGroup/GLSL/issues/84
This would make it possible to do a lot of things that are either not possible or ridiculously inefficient to compile, including object oriented programming.
I rewatched the first #MythicQuest (Season 1, ep. 1) last night and just for the heck of it, here is a thread of the highlights of what struck me (a 16 year veteran of making MMORPGs and RPGs) as both realistic and clearly unrealistic. #GameDev
I've released the second episode of Coding History! This episode teaches the basics of 3D, and shows that anyone can build their own basic 3D engine armed only with simple concepts and a little bit of math: https://www.youtube.com/watch?v=KxMYroGay8c
Please enjoy and consider boosting if you'd like to support an educational video series about old school 80s and 90s 3D 🙏
So, the betrayal with Unity is canceled... I can congratulate all the panickers and those who have already started studying other engines. Compromise seems to be the norm, and the logo made with unity can be off even with free use of the license.
Capitalization in C# / Unity is an infuriating minefield.
Microsoft and Unity offer slightly different standards and then don't consistently follow them.
There is no entry for "capitalization" in the index for the 1000-page C# 10 in a Nutshell. There is some advice under "identifiers", but it differs from what is given by the previous two sources.
Many sources want to capitalize private and public fields differently. Why would you do that?!
Unity adds spaces and changes the capitalization when displaying class and field names.
If you refactor a name, Unity bloats your code with a FormerlySerializedAs attribute.
If you ask 10 game dev friends to play your game's prototype/alpha, 5 Won't even download it, 3 of those who download it will boot it once and say "looks great, I'll try it this weekend" and never do. 2 will give you feedback, only 1 of those will give you useful feedback. Cheer up, It has nothing to do with how good your game is, it's just math.
I've now spent 3 days working with Godot for an actual game. Overall it's a really solid engine so far but it's definitely got some rough spots for me. So I figured I'd do a quick thread of "What grinds my gears"
Random game thought: I’ve been thinking about a game controller with three joysticks, but I can’t come up with a good enough reason to have the extra one. Two joysticks seems to cover everything, right? Have we reached peak game controller? What could we map to a third stick? The closest to a good reason I could think of would be radial menus, but you can easily do those with a modifier and one of the other sticks right? #gamedev
Alright, Monday means it's time for another #bevymergetrain. Hold onto your papers(?), because there's 20 (twenty!) PRs in the backlog this week, including some real stars.
Follow along, and see how the #opensource#rust#gamedev sausage is made. Like always, we're going to start with the oldest first (to prioritize them in case of merge conflicts).
Hi! It's time for this week's edition of the #bevymergetrain. If this is your first time here, every week a do a round up of the community-reviewed PRs for @bevy, the #opensource#rustlang engine for #gamedev that it's now my full-time job to help maintain!
There's a whopping 20 PRs ready this week; let's check in on and each of them and I'll make the final call:
OC Creatives of all kinds: check out this delightful list with dozens of FOSS creative tools for artists, photographers, film makers, game devs, musicians, and more! (codeberg.org)
A curated list of delightful tools for digital creatives in a variety of mediums.