• miniu@programming.dev
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    Making your own engine is worthwhile learning experience. The same as trying to recreate any of the foundational tools that you use. Might not be the fastest or best way to make a game but a good way to make yourself a better developer.

    • Sonotsugipaa@lemmy.dbzer0.comOP
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 year ago

      Not the fastest

      This is my 4th Vulkan related “project” and 2nd attempt at making something other than a glorified tutorial workspace in 6 years, and it took me 4 weeks to draw this stuff with minimal technical debt.

      I could just use an existing game engine, but what’s the fun in not manually sorting all draw commands by mesh>pipeline>material and hunting synchronization hazards by just looking at funny glyphs for extended periods of time?

      • AeroLemming@lemm.ee
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        The best part is when your game just spontaneously closes. No logs, just some weird failure that’s got something to do with graphics.

        Well, that’s the OpenGL experience, anyway. Damn opaque state machines…

        • Sonotsugipaa@lemmy.dbzer0.comOP
          link
          fedilink
          English
          arrow-up
          1
          ·
          1 year ago

          Eh, at this point it happens every 3 commits, you get used to abusing gdb (since valgrind just dies).

          I hope the police doesn’t find my unregistered breakpoint minigun…

    • wopazoo [he/him]@hexbear.net
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Keep in mind that if you actually want to make a game, make a game not an engine. Too many video game projects get bogged down in the engine development stage and never make it to completion.

      • Sonotsugipaa@lemmy.dbzer0.comOP
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        Do people even make their own engines anymore? If this wasn’t a pet project I would have dropped the entire thing as soon as I started dealing with 3D models, and visited Godot’s homepage.

        Perhaps I should get my hands on Godot at some point.

          • Sonotsugipaa@lemmy.dbzer0.comOP
            link
            fedilink
            English
            arrow-up
            1
            ·
            1 year ago

            The in-house engines I know are being used are also really old - hell, 343i even decided to ditch the fossil that once was Halo: CE’s engine because of technical debt and outsourcing blood sacrifices

  • jarfil@beehaw.org
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago
    1. Don’t roll out your own crypto suite
    2. Don’t write your own game engine
    3. Don’t create your own OS from scratch
    4. Don’t build another multipurpose framework

    Whom am I kidding, go do all of that! Learn why you most probably shouldn’t 😆

    • Norgur@kbin.social
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago
      1. Don’t make an MMORPG as your first ever game with only you and your one friend as devs
        • Norgur@kbin.social
          link
          fedilink
          arrow-up
          2
          ·
          1 year ago

          Yet depressingly common in MMORPG circles. People tend to vastly underestimate the amount of work needed to get an remotely playable MMO off the ground.

          • Sonotsugipaa@lemmy.dbzer0.comOP
            link
            fedilink
            English
            arrow-up
            1
            ·
            1 year ago

            I’ve entertained the idea, and the first to requirements that come to mind are advertising money and server upkeep money - then one could start worrying about actually making it

      • jarfil@beehaw.org
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        Those are easy, unless you want 128bit resolution, relativistic effects, collisions, or fancy stuff like that.

        PS: Bonus points if you write one without collision detection, then sell it as a game on Steam.

        PS2: Super Bonus points if you make it 64bit, then keep crowd-funding it for 10 years.