@raptor85@mastodon.gamedev.place avatar

raptor85

@raptor85@mastodon.gamedev.place

Just making the games I want to, linux/gentoo enthusiast, addicted to C++.

I block stupid people, life isn't long enough to talk to a brick wall.

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

updating ubuntu on an old laptop.

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raptor85,
@raptor85@mastodon.gamedev.place avatar

@lritter grub 2.12? I hit a bug in that version that keeps detecting secure boot on even though it 120% isn't (and grub 2.06 works fine....). I figured...you know...nothing wrong with grub 2.06....i'll just version lock myself to this one for a while....

raptor85,
@raptor85@mastodon.gamedev.place avatar

@lritter in my case I couldn't even get grub to complete without crashing in 2.12 unless I explicitly call --disable-shim-lock as an option. There's been a decent number or reported secure-boot related bugs in 2.12 :/

stungeye, to gamedev

Created an example C++ project using the Simple DirectMedia Layer library (#SDL2) with Visual Studio on Windows.

https://github.com/stungeye/VSVcpkgSDL2

Uses #vcpkg for dependency management. Build instructions are at the bottom of the readme.

Good starter project if you want to try some low-level #gamedev coding.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye With SDL you shouldn't use OS specific entry points like winmain, SDL handles that stuff for you in it's "real" main function, just use a standard "main". Using WinMain actually breaks some of SDLs functionality as you'll be lacking the callbacks and other background stuff it normally sets up for you. ( this also unnecessarily makes an otherwise cross-platform "game" only compile on windows)

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye for SDL2 "SDL_MAIN_HANDLED" is telling it to not use any of the SDL functionality in setting up callbacks/etc, that your program will be doing all that itself, this should only really be done in some very specific, advanced cases, or implementing for a new platform. With SDL.h included make sure your main function is defined EXACTLY as the standard (do not use the visualc allowed shorthand)

int main(int argc, char* argv[])

or the SDL main macro will not work.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye this will automatically create a winmain function for you will all callbacks/hooks on windows, or web hooks on emscripten, or android hooks on android/etc(this isn't a "real" main function, it's redefined in SDL_main.h)

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye on win32 so long as your main function template is correct it's actually "really" winmain in the background, as win32 doesn't use a standard main. You were getting this because you had a mismatched/non standard definition of main (likely either using "void main() or int main() without parameters") so the macro wasn't replacing your main function correctly, making it use that as the entry point instead of sdl's winmain.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye how this works is in the SDL headers there's this, which makes your "main" function actually compile as SDL_main, and lets the SDL library itself handle main, calling your function after it's done it's setup. This is partially for callbacks, but also allows SDL to set up OS specific things in the background without you having to do it yourself for each OS you support. See below for how it works and a link to the windows code that actually executes.

https://github.com/libsdl-org/SDL/blob/SDL2/src/main/windows/SDL_windows_main.c

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye yes, in sdl1 and sdl2 linking to sdl2main is required, though it's generally provided as a static library (sdl2main.a), most compilers should auto resolve the correct file to use with the linker settings -lSDL2 and -lSDL2main.

SDL actually provides a tool, sdl2-config you can execute with "sdl2-config --libs" and "sdl2-config --cflags" to get the correct settings for your system, most ide's/compilers can use this directly but iirc visual studio you have to copy the output.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@stungeye this actually changes a little in SDL3, SDL3 removes the separate library for main and moves it to a single header library, requiring you to explicitly include sdl_main.h in your file with the main function, but removes the extra lib and a lot of old cruft. (SDL3 is both a nice upgrade on some functionality and a cleanup of old api stuff)

arstechnica, to random
@arstechnica@mastodon.social avatar

Microsoft shuts down Bethesda’s Hi-Fi Rush, Redfall studios

Xbox maker wants to "prioritiz[e] high-impact titles" according to letter to staff.

https://arstechnica.com/gaming/2024/05/microsoft-shuts-down-bethesdas-hi-fi-rush-redfall-studios/?utm_brand=arstechnica&utm_social-type=owned&utm_source=mastodon&utm_medium=social

raptor85,
@raptor85@mastodon.gamedev.place avatar

@furbyonsteroids @arstechnica to translate, they want to focus 100% on live service games loaded with micro-transactions because it's basically an infinite money hack. A negatively reviewed game with a battle pass makes FAR more money than an overwhelmingly positively reviewed single player game, unfortunately, so you'll see more and more AAA focusing ONLY on this.

dhry, to ubuntu
@dhry@mastodon.social avatar

Uninstalled the snap of #htop in #Ubuntu, then installed it straight from #apt.

Now I can't run it. sudo snap remove htop doesn't work either. Says it's already uninstalled.

Getting tired of having to google forums to fix problems for even the simplest thing in #Linux.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@dhry there's many reasons most of us linux people hate ubuntu (snap and apt being awful user experiences being two of them), lets focus on your problem though

run "which htop" and it'll tell you what the problem is.

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

pet peeve: roleplay games with inventory logic that requires you to study for a master's degree to manage it. walls of text. cascades of stats. why don't they put a bespectacled goblin in my backpack who takes care of it.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@lritter best RPG inventory IMHO was Ultima 7/Ultima 8/Ultima Online(pre-ren/aos) (they were pretty similar). I loved how object placement in both the world and packs was completely free, and the only restriction on holding items was total weight. (and you could hold a MASSIVE amount, though you really didn't ever need to since item stats were fairly simple)

raptor85,
@raptor85@mastodon.gamedev.place avatar

@lritter unfortunately with UO the AOS update in particular brought in a new item system that while it kept the bags, to try to capture the new wow/everquest crowds the items themselves now had massive walls of text and random stats, and you needed fucking gnu calc to track them....

thelinuxcast, to random
@thelinuxcast@fosstodon.org avatar

It's always good to get through a tutorial, and get to the hardest effing part and the person doing the tut just says "do this" and not how. That is infurating.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@thelinuxcast The bane of video tutorials, take 100x longer to get through than if it was just text, not searchable, and often doesn't actually explain what's going on (though many text tutorials also have this last problem....or bonus for programming tutorials for a specific topic where they only teach it in context of their own example codebase without fully explaining what the codebase DOES...)

sos, to programming
@sos@mastodon.gamedev.place avatar

Every single time I check out one of those upcoming shiny new programming languages that claim to be simple:

#programming #zig

raptor85,
@raptor85@mastodon.gamedev.place avatar

@mike @sos I forget which site I was looking at the other day but I was curious as to why everything on it was running so slow..they had like 20MB of javascript libraries loading just for some simple dropdown menus...you know...like the ones HTML5 supports without any scripting whatsoever.

Javascript is a blight on the web....

raptor85,
@raptor85@mastodon.gamedev.place avatar

@sos one of my current goals with my new engine (well, "new" as in being updated from the same basic codebase I've used since like 2001) is to allow M68k and Z80 asm to be used as scripting languages.

grumpygamer, (edited ) to random
@grumpygamer@mastodon.gamedev.place avatar

When you first launch a game do you...

raptor85,
@raptor85@mastodon.gamedev.place avatar

@grumpygamer especially if it's a 3d game, options first to get rid of stuff like view shake and motion blur, and set the controls to something not stupid. (not sure what psychopaths claw their hands to use "C" for crouch but somehow that's become default in like 50% of games....)

thelinuxcast, to random
@thelinuxcast@fosstodon.org avatar

openSUSE Reinstalled perfectly, restoring my backups now. XFCE didn't happen because I forgot that Xorg hates multiple monitors with different resolutions. So I'm going to see if Gnome is stable. Right now what I need is stability.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@kc8sbv @thelinuxcast don't even need to do the command line xrandr, any recent XFCE version(last 5 years or so) has the options in the display settings dialog now, can even do fractional scaling, mismatched refresh rates, etc. Biggest hiccup with multiple monitor sizes is actually just GTK itself, GTK STILL only supports one font dpi system-wide whether you use wayland or x11.

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

Still reeling from the whiplash of a decade of "never put JS or CSS inside of your HTML" followed by "let's just put everything together, isn't that easier!" (JSX/React etc)

(the real answer all along to which is better was "it depends")

raptor85,
@raptor85@mastodon.gamedev.place avatar

@omarshehata not embedding styles is a good "general" tip that is best practice in most cases but yeah, like most things there are cases where inline styles makes more sense. In general, anything you need to use more than once should be in a separate style sheet, in-lining should be mostly used for one-offs or overrides to the style. The reason is twofold, for the web dev it means now making page edits you don't need to update 500 different spots, and for the user you can override easier.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@omarshehata the problem is especially for newer devs they take these general guidelines as gospel and never actually look at WHY those general guidelines exist. When you understand the why, you understand when it's appropriate to do otherwise. (see also: goto, global variables)

glassbottommeg, (edited ) to PCGaming
@glassbottommeg@peoplemaking.games avatar

fuckin Roll7 just died https://www.pushsquare.com/news/2024/05/olliolli-kerbal-space-program-teams-shut-down-by-gta-publisher #GamingNews #GameDev

EDIT: Fuck, this is also Kerbel Space Program 2 toast. Didn't realize Intercept was the new team that was on that.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@jannem @glassbottommeg skylines 2 was horrifyingly bad, no way that was just a simple multithreading fix away from working, that thing was chopping between 5-40fps on my 4090+5950x w/ 128 gigs of ram even put down to 1080p... unity's performance IS pretty garbage but not THAT garbage, paradox/colossal rushed it out the door unfinished is all, i mean it doesn't even have actual simulation going on, none of the stats actually work.

philipdrobar, to gamedev
@philipdrobar@peoplemaking.games avatar
raptor85,
@raptor85@mastodon.gamedev.place avatar

@philipdrobar @godotengine I think too many indie devs fixate on going for "AAA" graphics quality, hence why there are SO MANY games that end up as just walking sims with assets especially coming from unreal/unity.

Meanwhile, time and time again, 3d games with Quake3ish graphics keep becoming million sellers because the gameplay is actually good....

raptor85,
@raptor85@mastodon.gamedev.place avatar

@philipdrobar @godotengine yeah, i picked that up, was just commenting that in general the people saying such things are focusing ENTIRELY on the graphics and often forget to actually make a game. Godot has a pretty solid renderer too, good enough that there's nothing an indie can realistically do that godot can't handle. AAA "quality" is really less the engine more the millions of dollars over 5years and hundreds of artists with a lead dictating style anyways.

benthroop, to random

In what has to be one of the most egregious misuses of system resources the Logi+ software on my Macbook was just using 1.5GB of RAM. How is this even possible?

To be clear, this is the Logitech mouse/device management software.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@bgolus @aras @jon_valdes @benthroop shouldn't even use 500MB, they probably made the UI in electron to not have to bother porting anything, running against a remote GPT instance using the api takes nothing, you can literally do it with curl, even the gradio frontend I use or my ide plugin are only a few kilobytes (I use a local server, not the official, most servers support the openAI api chatgpt uses so you can drop in replace.)

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

I'm gonna grow mammoth sunflowers!! 🌻🌻🌻

raptor85,
@raptor85@mastodon.gamedev.place avatar

@Moosader I hope you and all your neighbors enjoy sunflowers and nothing but sunflowers for the next 10 years :D (seriously, those things spread like crazy once they seed if you don't catch them all, they spread like weeds O_x)

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