It's been a while now but my game engine has a name and a logo.
Meet Ember Engine!
You can find the source code on Github: https://t.co/PQ55HmL7if
#gamedev#graphics#indiedev
On April 28th (9 AM PDT | 6 PM CEST), gather round for a ~45min stream packed with #Dawnwalker content:
🩸 new open world gameplay
🩸 Story Trailer
🩸 RELEASE DATE
🩸 system reqs
🩸 dev insights into the game’s open world & storytelling
🩸 epic music
🩸 and much, much more!
@redorav Fun fact: Through playing The Witness, I learned about Trinity (there is an easter egg in the game), an old DOS game. It is one of the most unique games I've ever tried and it gave me a new perspective on game design.
If you are down for some exploration: https://t.co/zurFNb1FI4
@redorav "Metallic ratios are the real roots of the general form equation `x^2 - bx - 1 = 0` where the integer b determines which specific one it is."
Damn, it feels weird that I've never heard about this. Nice one!
I don't have experience with github actions but in osx, I frequently have issues with projects using arrows instead of double quotes for non-standard header includes.
So the first thing I would try is include <GL/glew.h> -> include "GL/glew.h".
It feels like there's a trend of justifying performance issues due to project scale, as in, having multiple programmers working on various systems that interact with each other leads to suboptimal solutions.
Sure, coordination is hard in big teams, but if we stop accepting it as the "natural state of things" and start perceiving it as one of the major problems to solve, we can do better.
@TheCrimsonPeon You are correct, I am following that. It's a good resource to get started, but at some point (specifically when setting up the render pass), I felt like I was missing information, so I had to spend some time with the API spec/docs.
@TheCrimsonPeon It requires the core renderer components to be set up before even starting to draw, and there's a lot of reading involved.
I assume someone who knows what they are doing can get it done within a few hours.
It depends on your goal.
If you are mainly interested in doing shaders, it will slow you down significantly. But if you enjoy low-level stuff and GPU architecture, it is fairly rewarding.
Ultimately, it's a question of time. If you have time to invest and you want to learn, give it a try!