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CS student | Building Cast - Engine.

Gainesville FL
Joined July 2024
Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)
I will retire my mom. This is my Everest.
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At noon Eastern today my game will finally get its name and a Steam page! One year ago this Saturday I started writing my own game engine. Today, I get to share what I've made (so far) with the world! While we wait, here are some chill vibes from inside the world I'm making.
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How use full would it be to add a function to my logger that tracks frames? Just a thought, so give me you're thoughts!!!
This is a much cleaner way to handle things. Is also makes for a cleaner DisplayEvent loop.
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This is a much cleaner way to handle things. Is also makes for a cleaner DisplayEvent loop.
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Right now the render loop is hard coded. I’m still trying to figure out how to make it user friendly. The goal is to have it more like raylib but one day with Vulkan support lol. We like to reinvent the wheel.
Tonight I reworked my basic render loop. I wanted to pass data in the backend of the renderer to make it a bit more user friendly. So I created a private static that gets it info from a user created struct and just pass those values throughout the backend of the renderer.
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Tonight I reworked my basic render loop. I wanted to pass data in the backend of the renderer to make it a bit more user friendly. So I created a private static that gets it info from a user created struct and just pass those values throughout the backend of the renderer.
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Finally got my custom create session function working in unreal engine. For a bit I was using advance steam sessions plugin, but I switch over to raw C++ because debugging become horrible.
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Still a lot of work that needs to be done. Such as creating wrappers for setting uniforms, loading textures, etc. But good progress has been made so far.
Created a custom file reader function to load my shader files and create shader objects form them. Took a min to figure it out because I have uninit memory in the buffer which was causing the compiler to fail for my shaders, but easy fix.
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Created a custom file reader function to load my shader files and create shader objects form them. Took a min to figure it out because I have uninit memory in the buffer which was causing the compiler to fail for my shaders, but easy fix.
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Game of the year. Right here.
Dark Souls but you're a single chess pawn - Enemies attack using real chess movements - Can only strike diagonally - Parry and dodge Game is Pawned Souls.
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Jacobers_COM retweeted
Me opening my toy renderer after a few months of inactivity.
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Next is working on rendering sprites. Being the game I want to make is 2D and not 3D I want to add sprite rendering. However I do intend on adding 3D support later.
Didn't get to do much on the frame work today, but I did create my own Shader logic and Program logic for the frame work. I could see myself reworking these functions as the frame work grows, but for now they would just fine
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Didn't get to do much on the frame work today, but I did create my own Shader logic and Program logic for the frame work. I could see myself reworking these functions as the frame work grows, but for now they would just fine
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Jacobers_COM retweeted
I can finally talk about Mass Effect Universe. Since Bioware closed I can now reveal that I was part of the Mass Effect Council, saw what BioWare was building, and provided feedback during development. • Set 600+ years after the Reaper War • You play as a customizable N7 agent • Instead of being a walking gun rack, you're a cross between John Wick and James Bond • Shepard's legacy preserved, regardless of your ending • A galaxy divided into three major factions • Humanity, Krogan, Batarians, and more allied together • Council races forming their own alliance • The Geth emerging as a third superpower • A galactic Cold War instead of another Reaper style invasion with a shadowy adversary • Geth-built megastructures • Connections between the Milky Way and Andromeda • Experimental technology implanted in you as a unique point of difference • Hacking and manipulating the environment • See through walls, identify systems, remotely trigger hazards and more • Handcrafted missions like ME1-3 • But with Hitman-style freedom in how you complete them • Brutal close-range executions • Squadmates who can clash with each other • Romance wasn't being sanitised • Liara returns - now an incredibly powerful Asari Matriarch From what I saw, BioWare was making Mass Effect for us, the fans, not for people who don't exist. It looked incredible. And now we may never get to play it. Find out more here: youtu.be/ZOWrTNazZxM #SaveMassEffect
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Jacobers_COM retweeted
I’ve kept the functionality for multi-process debugging working since the beginning of RADDBG, but I’ve never really dogfooded it much because I’ve mostly focused on one process. That is, until now. It has been absolutely awesome for client/server debugging! One thing which might not be obvious is that this pass over the debug engine is for supporting *multi-server*, multi-process debugging. This means you can debug a remote server *and* a remote client (or a local client), all at once.
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Jacobers_COM retweeted
just finished my multiplayer system in C and turns out we can support 50k players in a single server at 60hz simulation tick of course not much happening on this demo but pretty sure we could support Fortnite level gameplay at 10k players.
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Jacobers_COM retweeted
The multitude of "searching for a needle in a haystack" games are fitting for the modern programming era, because searching for value in an LLM-generated PR is doing effectively that.
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Ya I literally don’t use half of this shit. It’s pointless. I only use C++ for smart pointers and premade types as place holders till I make my own.
Replying to @eeuoss
are u genuinely retarded? the point is that C++ is overloaded with features that arent really needed did u ever tried working with lambdas? variadic templates? ternary operators? people stack this shit together and get smth like this
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Also this is how the framework is loading the openGL functions. This happens in the backend during the init of the display so the user wouldn't have control over it, but it works like a charm. Gonna need to fix how I check if a function is loaded, but that wont be hard.
Got all the functions I need so far loaded. and rendering a square. Being the game is 2.5D I don't need much more than what I have. Just a bit of clean up and I work on school lol.
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Next steps will be creating a reuse-able renderer, and adding some openGL logging to my logger.
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Got all the functions I need so far loaded. and rendering a square. Being the game is 2.5D I don't need much more than what I have. Just a bit of clean up and I work on school lol.
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