Game-dev student, C#/Unity-, & C++ game programmer.
I also do pixel art from time to time.
Also working on my own 2D engine.
Also a programmer for #CODEBunny
Decided to put the Console Shmup on GitHub. Some of the code is slightly messy/"bad" but I'll be cleaning it up on a later date https://t.co/kzUbYunL7V #gamedev#programming#csharp
As a final note, all of the things I did are something I should be able to do in my own engine, a lot of things will be more efficient & easier to implement too given I'm not limited to any specific API & have access to everything in my engine.
I finally managed to open Unity and do something again. Started working on a small demo of my game (finally) here is a short-ish thread of things I've done in terms of sprite drawing. #gamedev#pixelart
I did have to write my own sprite renderer system because of all the extra vertex data which took some time, but I think it was a good idea since now I also know how to write the renderer better in my own engine. All in all, it's been a pretty productive last few days (so far).
Yesterday I was looking into Godot to test resource usage between Unity & Godot on a simple test project & uh, let's just say I'm glad I'm working on my own engine. I did not have a good time with Godot, mostly because stuff like this kept happening.
I was trying to think of a good way to validate game object/component refs in cases where a game object slot gets reused & I finally realized I could just add a counter to the UUID that I can use for checking if the ref is valid. Makes the bit layout nicer too! #programming
Why is serialization so difficult. I've been trying to implement good serialization for my engine, but I always run into cases where it looks like it's gonna work but then one or two parts of it just can't work. It's really demotivating. :/ #programming
Took a picture of the Moon with my phone through my
telescope a few days back. Took surprisingly few tries to find good enough camera settings etc to make the thing not glow or be blurry.
@PlanetBlutonium Yeah I figured that if I was trying to make it more general use, it'd take me forever to get anything done so I decided to just aim it to do stuff I'm going to need. I can always expand the engine too if needed. That and I need an alternate engine after the whole Unity fiasco.
@PlanetBlutonium This is pretty much all that's visually there atm. There's tons of code related stuff & systems I could talk about for ages tho. Prolly good to note that this engine isn't really going to be everyone's cup of tea cuz It's going to be geared towards my way of programming etc.
Took more time than it should've but I did some organizing on different parts of my engine. Now there are Editor & Player variants of the Engine & Game code that get linked to the Editor or the Player respectively. Not much but it's something. #programming#cplusplus
More specifically finding a good audio library to use that'd preferably be something I can statically link to & of course just in general what goes into proper audio handling. Usually I don't mind if something is really complex, but this just makes me feel even more demotivated.
Still feeling exceedingly demotivated about all the Unity stuff. Tried to get something done on my engine audio-wise but realized how much work it's going to be to add support for audio. Almost to the point where it feels pretty much impossible.
@Tohlevi The positive with my own engine is that I can make it similar to Unity in a lot of ways. I don't think the same is ever going to be the case with Godot, I dislike the everything is a node thing, despite what people are saying, it doesn't feel intuitive to me. Hence the big maybe.
It's been a very depressing week because of all the Unity stuff going on. Future seems very uncertain, mainly because I've used Unity for +8 years. There aren't any alternatives I can jump to other than my very WIP 2D engine which won't help in terms of a job in the field. :|