guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
collabora, to opengl
@collabora@floss.social avatar

news: Support for DRM format modifiers has landed & will be part of the upcoming Mesa 24.1 release It's last piece required to support GameScope and is important to making Zink+NVK a robust solution. Read more: http://col.la/drmnvk

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
linuxmagazine, to fedora
@linuxmagazine@fosstodon.org avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar

For this , I'm bringing some finishing touches in the map of our small point'n'click game. Hopefully it can soon be added to our Collection!

A screenshot of PsyCam: a room with some lava lamps, a laptop and a photo camera

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
fell, (edited ) to DigitalNomadHub
@fell@ma.fellr.net avatar

I just heard the bad news that I am probably going to need a new job starting in July.

So, before beginning the regular search, I wanted to ask my Fedi friends if anyone could use a capable C++ programmer with lots of graphics and networking experience. I wouldn't mind a change, so I'm open to anything. Even other programming languages! It would be awesome if I could use Linux to do the work. 🐧

Locations I would consider are: Central Europe, Melbourne, Sydney or Remote

🔁 Boost appreciated! 🙏


guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
fell, to Amd
@fell@ma.fellr.net avatar

Apparently, our game crashes with the latest AMD graphics driver, which is version 24.3.1. So I installed 24.3.1 on a testing machine and... it worked fine.

Well apparently AMD made two different "24.3.1" drivers, and the only way to discern them is the article number of the release notes. No seriously. One is the regular RN-RAD-WIN-24-3-1 and the other one is RN-RAD-WIN-24-3-1-POLARIS-VEGA, which is an entirely different driver for the Polaris and Vega cards. :drgn_angry:

#AMD #GPU #Driver #Windows #OpenGL #Polaris #Vega

eniko, to random
@eniko@peoplemaking.games avatar

"If you make your own engine you'll never ship a game"

I'm here to tell you this is BS. Kitsune Tails uses a custom engine built on a custom framework all made from the ground up by yours truly. Neither of these were even remotely the bottleneck for development duration. Turns out that the thing that takes the most time when you're developing a game is all the stuff that is hyper specific to that game and can't be generalized anyway

Not to mention all the, you know, actual content that sits on top of the engine. I can write a json parser and serializer from the ground up in a day or two, but all the cutscenes I had to script for KT took many weeks

Then there's the fact that if I'd used an out of the box physics solution for Kitsune Tails I'm fairly certain I'd never have been able to nail the game feel it has, which is the most core thing to the whole experience

You don't have to make an engine but quit pretending doing it is the hard part of making a game. It fucking ain't

fell,
@fell@ma.fellr.net avatar

@eniko I 100% agree. We shipped two titles with our own custom engine based on raw : https://store.steampowered.com/bundle/39119/WE_ARE_FOOTBALL_Franchise/

There is days where I wish I could just use existing rendering pipelines with all the bells and whistles, but on many other days I'm glad I have full control over the stack. The engine is full of game-specific hacks and that's exactly why we did it this way.

On top of all that, our own engine is more efficient and optimized than an off-the-shelf engine ever could be.

gloopsies, to random
@gloopsies@fosstodon.org avatar

I just want to give a big shout out to the @gnome guys they really do have the best designers in the game. It's really a joy to use Gnome and it's effortless to develop good looking apps with gtk/libadwaita (although not the easiest framework to use and it lacks any third party resources)

gloopsies,
@gloopsies@fosstodon.org avatar

@gnome

A very WIP vector graphic manipulation app made with @hare @GTK #libadwaita and #opengl packaged as a @FlatpakApps app, I think I just angered every Linux user that has ever existed

Displaying a color chooser GTK dialog with nice default colors gtk provides

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to blender French
@guntha@mastodon.gamedev.place avatar

This week, I've been working on invisible stuff that will slightly improve lighting in our last game.

Meanwhile, Biiscuit has been working on some new props, which I'll show for this

She can do better but then her props wouldn't fit in the blocky Trenchbroom map :p And I'm currently still using the models' triangles for picking, I need to do better.

A screenshot of Blender showing a laptop model
A screenshot of Blender showing a screwdriver model

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar

Plisitol Jam Collection is on sale again on @itchio!
https://plisitol.itch.io/jam-collection

-50% to get ALL our jam games, and you'll also get the next ones for free afterwards!

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
jedes_jahr_ein_neues_protokoll, to macbookpro German
@jedes_jahr_ein_neues_protokoll@troet.cafe avatar

Nerd-Advice needed: Lots of software does not work on my old #MacBookPro (2011) anymore. Any Idea what to install? Simply #Debian? Or should I try #freebsd , #openbsd or #netbsd? Or something esoteric like Plan 9? The device in question is not in heavy use, rather a kitchen-computer for simple tasks.

morgant,
@morgant@mastodon.social avatar

@jedes_jahr_ein_neues_protokoll The CPU and iGPU in the 2011 MacBook Pro (13", 15", and 17") should be well supported under #OpenBSD. I don't recall if the mobile #Radeon in the 15" & 17" support #OpenGL acceleration under the latest MESA drivers or not, but should work fine in #X11.

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
mrgaturus, to opengl
@mrgaturus@mastodon.gamedev.place avatar

layer tiles now can be manipulated, it creates, modifies or erases layer tiles after click is released
layer image size is infinite thanks to tiles
#opengl #indiedev #gamedev #opensource

video/mp4

sascha, to GraphicsProgramming German
@sascha@mastodon.gamedev.place avatar

My community driven @thekhronosgroup GPU hardware databases for , , and recently hit the 50,000 reports milestone.

Did a small write up on this, including some history on those databases at https://www.saschawillems.de/blog/2024/03/09/gpu-hardware-databases-hit-50000-reports/

Thanks to everyone who contributed (and is contributing) reports 😊

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar

Interacting with a laptop... Through a CCTV monitor??
Finally inspiration struck! (With a puzzle that requires me to add many features x) )

(very WIP)

#PointNClick #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #CCTV #pointandclick #3D #Trenchbroom #Blender3D

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar

For this , I've been starting to come up with a new room in our CCTVs point'n'click game.

froyok, to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok,
@froyok@mastodon.gamedev.place avatar

Finally !

Weeks (if not even months) or rework and I can finally render cubemaps.

Pretty happy about it, especially since the cubemap generation side of things took less than a day to write. My refactor worked out really well. :)

#gamedev #opengl #shader

Video showing a reflective sphere showing the scene around. In the video the fog settings are toggled on/off to show the dynamic update on the sphere.

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