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Welcome to AGDG, have you ever made a game?
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File: 65d84c17fffe35a⋯.mp4 (9.81 MB, 1000x1000, 1:1, Title.mp4)

b9dff1  No.27865[Reply]

i made thing

b9dff1  No.27866

funny how most of the work i put into my engine only pays off for silly animations like this

if i ever get to actual game development it's gonna be 80% cutscenes/fancy menu backgrounds and 20% game

b9dff1  No.27894

muh aliasing

File: 1470236811160.png (153.56 KB, 814x525, 814:525, CPUMemoryGap.png)

23b5b1  No.27468[Reply]

Object-Oriented Design kills performance in some places. This is something I've been banging my head over for the last few days and decided to create a thread to share what I've found/Maybe others can help.

The basic idea is: Remember what you're programming on. Your CPU is 10-20x faster than your memory. Your CPU also has a little chip of memory called cache. The idea behind DOD is you try to use this memory as much as possible to avoid as many lookups as possible. The most common way to do this you make very very small data objects (important because theres not much cache memory) and put each object in its own giant array of its relevant objects. Then your cache can load this array in and you can just run through it once, instead of jumping all over the place around an array of objects constantly dereferencing shit and making the CPU do all sorts of lookups.

A basic example of this being implemented:

Class dog {
sound bark;
attack bite;


This way it's all organized in a way so when you play your sounds, you just send the sound vector to the sound processor class and it just runs through the vector (preferably &(vector[0]) so it's the raw array) and does what it needs. There is no unnecessary data being passed over.

5 posts and 3 image replies omitted. Click reply to view.

23b5b1  No.27479

YouTube embed. Click thumbnail to play.

This video has a ton of really good information on how caches work in general.

23b5b1  No.27574



Good videos, thanks.

23b5b1  No.27882

Ubisoft uses global lists. Not singletons, just straight up global lists. They have a singleton to initialize and destroy it, but that's it. OOP is a meme that will fuck up your engine hard if you believe in it too much.

23b5b1  No.27886


It's not that OOP is inherently bad, it's just that everything has a time and place. OOP emphasizes encapsulation, which means that it cuts down on race-conditions (used correctly) and makes code easier to understand what each objects does. It also helps with code-reuse, which cuts down on development time. The converse to this is that OOP has more overhead, so when you need to do something quickly or many, many times, it's more effective to make use of more DOP style of programming. The best programs will have a combination of both where it makes sense.

23b5b1  No.27892


I didn't mean it was bad, it's just been catapulted into meme status and it's out of hand. It's fucked me over so many times because I buy into this "never use globals", "encapsulate everything" shit. The OOP meme makes you think you should use objects at absolutely every chance you get,but real world devs basically break code down into "Code that runs 90% of the time" and "Code that runs 10% of the time". You use OOP in one DOP in the other.

File: d03f61b7108cbd8⋯.png (262.68 KB, 498x497, 498:497, e13354777b2392d03bb1689577….png)

8c21e0  No.27880[Reply]

For about a year now our development team "Mobius_Trip"

has been working on a 3D platfromer in the vein of Banjo-Kazooie and Super Mario 64

named "Anton & Coolpecker".

A&CP is supposed to be a non-budget/non-profit labor of love project to celebrate

a genre that has only recently been revived by projects like Yooka-Laylee and A Hat In Time.

We aren't trying to compete with any other project but rather add something to the pile

and contribute our support for a community that has been forgotten by the games industry.

We are a very small team consistent of very talented people

who have contribute a lot of art, music and even code assets

and you can play the current early alpha build here: https://anton.anticruft.com

(the second to last build like master.454 will always be the newest one)

We're currently in the middle of fine tuning the controls and building the tutorial level

but unfortunately we still lack programmers and concept artists which slows down development progress quite a bit.

More information about the game here:


You can listen to the OST here:


If you got some time and motivation on your hands please consider contacting us

by sending an email to antoncoolpecker@gmail.com

2 posts omitted. Click reply to view.

8c21e0  No.28595


just admit it. its dead. pretty much abandonware at this point.

i dont blame them. /v/ is full of nothing but useless, shit human beings who are nothing but consumers (particularly i am no exception) and when you go ask other chans for help the BO goes apeshit on you because he's a fucking imbecile. the fate of every chan project ever.

8c21e0  No.28633

If the project is pretty much abandoned, at least open source the code. I'd hate to see another Mega Man VR. At least dump the code so something useful may eventually come of it.

8c21e0  No.28635


Nigger, the project's been open source forever now. Holy shit this is common knowledge.

You can literally look up "Anton Coolpecker Bitbucket" and you'll get the source code + a glimpse at their progress.

8c21e0  No.28667

Glad to know you guys didn't give up, keep up the good work

When i get my game on demo stage i wanna talk to you guys about trading cameos and shit

8c21e0  No.28678

File: 2f39f8bbf60c4c2⋯.png (131.81 KB, 609x461, 609:461, anton & coolpecker.png)


File: 1444346138850.jpg (404.34 KB, 1024x768, 4:3, engine1.jpg)

9b3d69  No.22871[Reply]

Has anyone else been stupid enough to start game programming by making their own engine?

Let's talk libraries, architecture and tool development.

59 posts and 4 image replies omitted. Click reply to view.

9b3d69  No.27843

So after a year in Java, then ditching it to rewrite in C++ another 4 months, my engine is finally coming together.

2d voxel game. All entities are voxels. Basically 2d Starmade.

Space partitioning:

unordered_map<uint64, Bucket*>

key = ix+iy<<32

People always say you need rectrees, but I find this works really damn well.

Trees without researcher-tier allocation are cache hostile as fuck.

This only has 2 dereferences/fetch. My impl is like ~30 lines.


Continuous so works at ultra high speed, but currently faster speeds need too much bucket gettings


Fuck torque calculations, All levers are of length 1 lol.


uuuhh.... "80% deterministic"

Basically fuck networking for now, I can't figure out an easy way to test this, and I do very continuous builds

9b3d69  No.27846


> 2d voxel

Those are called pixels.

9b3d69  No.27854


>I can't figure out an easy way to test this

Since you're on based C++ now, then I'd recommend either POCO, Casablance, or ASIO. Since the standards committee will choose a variant of ASIO in C++20, that may be the best choice tbh.

9b3d69  No.27859


so C#?

Why not use mono then?

9b3d69  No.27870

The thing that's fucking me up hard is cross-cutting concerns. I.E., your program will ALWAYS be a tree if you use OOP, so when you have things on one branch that are needed by another branch you have to connect the two somehow.

File: 86f05ba34f3694c⋯.jpg (160.9 KB, 800x800, 1:1, cover.jpg)

4ee1bc  No.27850[Reply]

I'm trying to remember what something is called but I can't remember it's name. It's where when you have multiple objects in a scene of the same time that instead of loading the same mesh into ram multiple times you load one copy of the object and have the data for each instance of the character or object that is being rendered stored into an array on the object. It's for rendering large numbers of the same enemy/character/whatever with less resources. I had thought that was called deferred rendering but thats for lighting. Does anyone know what this is called I can't remember it for the life of me.

And example of a game this would be useful for would be dynasty warriors. You have larger numbers of the exact same enemy on screen so rather than have a seperate object/mesh to call render to for each you have one object with an array contain the details of each entity such and their health, location, state, frame of animation, etc. Then you issue a render call to that one object so that you only have one render call instead of a separate render call to each entity.

4ee1bc  No.27851

i think the word you're are looking for OP is 'instancing'.

4ee1bc  No.27855



Thanks so much anon. I got a concussion last month and I keep forgetting things since then.

4ee1bc  No.27857


Nprb. I pray you get better anon. I also got a concussion once.

File: 1457817235917.png (5.24 KB, 530x280, 53:28, thing.png)

c7dab4  No.25987[Reply]

Please provide me with dumb ideas.

8 posts and 2 image replies omitted. Click reply to view.

c7dab4  No.26151


>you are a rape victim who sudoku'd and is forced to dwell the purgatory for all time

c7dab4  No.27718


That might be interesting actually.

>the goal of the game is to escape purgatory

>slowly the character pieces together his/her life.

however the rape part of it is too simple. Maybe he/she had a bad home life in a bad area, with bad people, so main character decided to an hero?

>guy is a regular /v/irgin

>kills himself due to various things around him.

>the rest of the game is about him realizing that he just gave up, and there were ways to make his life significantly better. He finds people also cared and mourned for him, which is the opposite of what he thought would happen.

>the moral of the story is don't give up (in general).

>but that's not all

>/v/irgin leads a purgatory revolt with others who stay there

>row row, fight the power

>things happen and his Bloodbourne (literally) pierces the heavens

>ending is him being either reborn, resurrected at the moment before suicide (with a ability), or ruling over Purgatory in three other endings (Good rule- Purgatory is better than heaven everyone's happy, Bad rule- Purgatory stays what it is, Neutral rule - Purgatory is a little better, but not completely good, but gives the denizens the ability to be reborn, or after awhile, move on to heaven.)

c7dab4  No.27772


>Make sinners go directly to heaven.

Nigger what.

That's some Satanic tier shit.

c7dab4  No.27773

Make all the characters dinosaurs.

c7dab4  No.27852

YouTube embed. Click thumbnail to play.

Make a game in GameMaker

and use GoAnimate stock to create all the sprites

and then start a kickstarter

File: 1455883085473.png (87.75 KB, 629x815, 629:815, ClipboardImage.png)

fac786  No.25450[Reply]









9 posts and 13 image replies omitted. Click reply to view.

fac786  No.25927

File: 1457444953174.png (752.3 KB, 567x800, 567:800, wjammers[1].png)

You better have played this shit.

Arcadey frisbee action, doesn't get much better than this.


fac786  No.26237


same old sportsanon, I have HEARD about it in a vidya thread and watched some gameplay, it looks like I'd have loved it back as a child

I especially like how its mechanics are kind of really unique, it's sort of a predecessor to Lethal League

fac786  No.26263


soooooooooooooo gud

fac786  No.26265

I made this, but it was my first game so it's not great.


Please try it!

fac786  No.27840





File: 1460447955769.png (2.35 KB, 502x325, 502:325, 3BMrl2M.png)

7d26f1  No.26367[Reply]

This shit is amazing, but I don't see a topic on it yet. Just finished my first project and I'm pretty excited.

What have you done in LÖVE?


6 posts and 2 image replies omitted. Click reply to view.

7d26f1  No.26788


I don't think I've ever seen as much as a regular RPG made in love2d

7d26f1  No.27362


In my day all we had were line number error messages and the single-step function and we were grateful.

That said, Lua doesn't have good debugging facilities, but it's not hard to gin up the output and control you need (well, it's not hard to gin up the output anyway).


I'm working on a game, right now it's all placeholder art because I can't draw. I have collision the way I want it along with movement and it's handling player health and knockback correctly along with player and enemy death and player attacks. I have almost all the functional bits of the game in place. Unfortunately I'm at a loss as far as level design, so I'm still using the little starting area I built. I'm also starting to consider making it top-down instead of side-on, but I'm not taking that very seriously, because it would make it feel very different and would make drawing and animating the whole thing that much harder.

7d26f1  No.27373


I'm making classic grid based dungeon crawler with it and I've seen few rogue likes and even shitty pseudo-MMORPG.

It's not impossible nor hard but there's basically nothing as far as code snippets, tutorials or libraries go for RPGs so be prepared to pull out your favourite pen&paper rulebook and make everything from scratch.

7d26f1  No.27833


To expand on this now - I'm reaching the point of completion with the dungeon crawler and while my code is pure spaghetti and debugging is sometimes hot mess Love really isn't a bad choice for RPG since it really makes working with tables and arrays easier than when fucking in plain Lua.

8079a1  No.29337


File: 38bad1ded69b0a2⋯.jpg (22.6 KB, 545x353, 545:353, 1469963304348.jpg)

d62c38  No.27793[Reply]

What are some advanced books on writing a C++ game engine?

I'm looking for something like gameprogrammingpatterns dot com that actually walks you through making a full engine, the "right" way with best practices.

Not necessarily a 3D engine or with heavy physics, I'm mostly interested in the way it's structured, how it handles memory, best practices, scripting etc.

Bonus points if it uses C++11 or higher.

8 posts and 1 image reply omitted. Click reply to view.

d62c38  No.27820


writing engines is fun if you enjoy programming for fun

d62c38  No.27825

File: 97ef4ee61ba79c8⋯.png (558.68 KB, 717x527, 717:527, pls go.PNG)


>you enjoy programming for fun

d62c38  No.27827



Anon don't you know we only program in order to hurt ourselves psychologically?

We're masochists for chrissake!

d62c38  No.27829


Why do people have such a hardon for scene graphs anyway?

9eb7a5  No.29336


File: 852669c8353d0d5⋯.jpg (54.05 KB, 460x215, 92:43, header.jpg)

File: 6e7bc10d78d16ff⋯.jpg (12.21 KB, 225x225, 1:1, images.jpg)

4f9240  No.27761[Reply]

What are the best strategies for marketing your game? Where are the best places online to get the word out? What makes a good sales pitch?

2 posts omitted. Click reply to view.

4f9240  No.27783

File: aa07d2e44e1fed8⋯.jpg (46.26 KB, 675x530, 135:106, 1445901233747.jpg)


>Extra Credits

4f9240  No.27785

File: 07736db5f5e5fc0⋯.jpg (30.62 KB, 400x400, 1:1, tuco.jpg)

Marketing isn't hard. I have a mandatory marketing class in my graphic design course and didn't learn anything mind blowing. Just put yourself in the shoes of the consumer and think about where seeing your product would speak the most to you, and how it's best presented.

If you want to make banners and such: create some drafts, ask people you know for an honest opinion whether it would make them interested in seeing more. If it doesn't, start over.

Something that's incredibly obvious but people don't really realize is that most effective ads have a face or a character as the focus. That alone is not enough, but it's a start. The REALLY effective ads stick out and for that there's no guaranteed recipe for success, so get creative.

But honestly, the easiest way to market a game is just posting progress and interacting with people. The average person has a really short attention span, so an ad on some random website will be lost on most people. First impressions are everything and nothing works better than the recommendation of someone they know. Word of mouth is what you want to rely on, since I doubt you have the budget to launch a huge shilling operation (which can also fuck up said first impression because it comes across as dishonest if found out).

This is provided your game actually looks good. So put some effort into it, you lazy faggot.


>unironically linking Extra Credits

Please go back to halfchan/reddit.

4f9240  No.27822

File: 6d166f0a20da07b⋯.png (1.41 MB, 7802x6822, 3901:3411, yergay.png)


>extra credits

4f9240  No.27823


>extra credits

>taking any advice from a guy who cried because he played mmorpgs and hurt his girlfriend's feelings

>taking advice from someone who worked on some shitty mobile call of duty thing or nothing that mattered

4f9240  No.27824


You forget the best part


File: 1465050649497.png (571.29 KB, 1016x700, 254:175, 1389453390001.png)

9abc32  No.26924[Reply]

hi /agdg/

was wondering if any of you had actually finished any of the games you worked on, i see a lot of links to resources, guides, and books but none to finished products.

has /agdg/ finished anything? if so, please link, i want to play some of your works.

t. /v/

7 posts and 1 image reply omitted. Click reply to view.

9abc32  No.27552


Some space shooter way back when, but nothing big. Trying to code a bigger space shooter now, and making decent progress.

I'll make a thread when there's something that looks interesting to show off.

9abc32  No.27556

I finished a solitaire card game. It was on github, but I nuked that account when they went all SJW.

Anyway there's tons of these games so it's nothing special.

9abc32  No.27797


I wrote a game in my spare time in MATLAB for some reason.

It was pretty simple.

You rolled a chracter based on basic D&D rules, but simplified and changed a bit. Then the king ordered you to find the dragon and kill it in some cave. If you killed the dragon, you returned to the king and he gave you nobility, if you convinced the dragon to leave, you returned to the king and was arrested for heresy, and if the dragon enthralled you, you returned to the king and slayed the king, becoming the new dark ruler.

If you didn't become the new dark ruler, but became a noble, the next stage of the game was to find a waifu, convince her to settle down with you, by going out on dates. If you got her, you won the game. If you were a prisoner, the next stage was to escape and leave the kingdom forever.

9abc32  No.27809

9abc32  No.27821



Thanks for mentioning my game bro!

File: 1435146132874.png (557.86 KB, 1492x1080, 373:270, 1422714585043.png)

67241f  No.18872[Reply]

so my plan is this

>learn python the hard way

>learn c the hard way

>lazyfoo tutorials for SDL and openGL

>bullet physics PDFs

can i make an engine and know my shit going in this direction or am i squandering time? i want to build an engine becuase there aren't any that do certain things that i want, like destructive physics, verlet integration for hair, and so forth. i wanted to try and make my own so i can include it.

thoughts? i want to make a 3D game engine, and then a 3D game with lush hair and clothing movement, and character customization where one clothing mesh can be used on both genders by stretching to the hips and bust, due to the physics API. afaik unity and unreal don't offer this, so i'd be me shooting in the dark.

inb4 waste of time

93 posts and 9 image replies omitted. Click reply to view.

67241f  No.24310


Welcome to hell.

67241f  No.24311


Don't use bullet physics. Just don't. The current game engine I'm working on uses Newton Dynamics for collision detection.

67241f  No.24368


>Newton Dynamics

Is that compatible with variable time steps WITHOUT being shit?

67241f  No.24375


why use variable timesteps though?

67241f  No.27806


This. Just make a plugin for an existing engine.


Pretty sure these things already exist as plugins or at least libs.

Also verlet integration is kindof bad, position based techniques are what's popular.


Unreal is an AAA engine that is much more about developer-interface than actual engine content. FFS it has a builtin C++ JIT

File: 1442825767987.png (1.85 KB, 113x131, 113:131, Capture.PNG)

a3f54b  No.22087[Reply]

making an anti police game in which you storm a police station

spriting some cute characters first

136 posts and 45 image replies omitted. Click reply to view.

a3f54b  No.27769

a3f54b  No.27770

your game is shit

your drawing is shit

go kill your self you fucking dumb cunt

a3f54b  No.27771

Who the fuck steals pixels

a3f54b  No.27784


Fuck, I was on my way here right now to post this.

4f6456  No.29329


File: 1466438203610.gif (184.13 KB, 276x276, 1:1, p8_jelpi.gif)

619698  No.27024[Reply]

Didn't see a thread in the catalog, so I hope this doesn't come off as shilling.

>Pico-8 is a self-contained game engine and editor with harsh technical limitations, and responsible for some small pixelshit indie games you've never heard of

>16 color palette, 8192 Lua tokens, up to 256 8x8 tiles

>Somewhere between Atari and NES in terms of depth, power, and complexity of games


Most of the games they made are pretty shit one-screen gimmicks, but it's kind of fun to play around with it.

8 posts omitted. Click reply to view.

619698  No.27205

File: 1467931408607-0.png (109.68 KB, 724x681, 724:681, asdf.png)

File: 1467931408608-1.png (35.93 KB, 591x366, 197:122, asdf2.png)



Don't worry, I got ya fam.

~44 mb, has all their current zips/binaries


619698  No.27209


Thank you !

619698  No.27252

You fags make anything fun yet?

619698  No.27774


too embarrassed to show

619698  No.27792

File: ce8399126aed176⋯.jpg (41.77 KB, 750x1000, 3:4, raf,750x1000,075,t,101010 ….jpg)

347074  No.27758[Reply]

SO I'm tired of procrastinating and I want to start actually making my game. Anyways, I'm trying to choose what engine to use. The game I want to make is a tactical srpg, though the game also would have an overworld that you travel like a typical jrpg, solving puzzles and stuff.

Any recommended engine that would be better for a tactical srpg?

347074  No.27760

RPG maker, maybe. not really enough information. is this your first time making a game?

347074  No.27767


Yeah, besides a bit of messing around in Game Make and RPG Maker years ago.

347074  No.27768





if you're still raring to go after watching those then I wouldn't worry too much about which engine to use. just pick one that's easy to learn with a big community behind it for support. it's not really practical to find the "best" engine for your game, at least until you're personally familiar with all the pros and cons, and that comes with experience.

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