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[-] jarfil@beehaw.org 34 points 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
  5. ...

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

[-] Norgur@kbin.social 25 points 1 year ago
  1. Don't make an MMORPG as your first ever game with only you and your one friend as devs
[-] Sonotsugipaa@lemmy.dbzer0.com 8 points 1 year ago
[-] Norgur@kbin.social 8 points 1 year ago* (last edited 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.com 4 points 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

[-] drew_belloc@programming.dev 6 points 1 year ago

What is this smell? Is that the smell of self experience?

[-] Norgur@kbin.social 3 points 1 year ago

Nah, I can't tell a Class from a Function in most programming languages. I ain't making no game.

[-] 257m@lemmy.ml 1 points 1 year ago

You won't be able to mistake the two if you don't use Classes.

[-] MagicShel@programming.dev 4 points 1 year ago

Oh, was it you who made Sociolotron?

[-] Sonotsugipaa@lemmy.dbzer0.com 8 points 1 year ago

Ew, knowledge and experience, pweh disgusting

[-] fckreddit@lemmy.ml 7 points 1 year ago

I want to learn how to write a physics engine.

[-] jarfil@beehaw.org 4 points 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.

[-] sheepishly@kbin.social 7 points 1 year ago

What if I make an OS that's also a game engine?

[-] Sonotsugipaa@lemmy.dbzer0.com 6 points 1 year ago

Hear me out: a fully fledged desktop environment, like KDE Plasma or Gnome, but it's a 3D world - "windows" are just walls, the file explorer is just a bunch of procedurally generated condos, and you get a Gmod physics gun to move stuff around.

[-] Norgur@kbin.social 1 points 1 year ago

Soooo.. Microsoft Bob in 3d?

[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 1 year ago

Microsoft bob in 3D with a Gmod physics gun

[-] miniu@programming.dev 23 points 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.com 12 points 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?

[-] wopazoo@hexbear.net 6 points 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.com 2 points 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.

[-] Xanvial@lemmy.one 2 points 1 year ago

Usually AAA game studios has their own in house game engine

[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 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

[-] EnderofGames@kbin.social 2 points 1 year ago

Ah, yes, I miss the days of 343 having home grown blood sacrifices.

[-] uralsolo@hexbear.net 2 points 1 year ago* (last edited 1 year ago)

Godot is a lot of fun! I've never finished making a game but I've made a half dozen hacky demos that I was really proud of.

[-] Montagge@kbin.social 1 points 1 year ago

This was supposed to release years ago https://camelotunchained.com/v3/

[-] WiildFiire@lemmy.world 6 points 1 year ago
[-] PipedLinkBot@feddit.rocks 3 points 1 year ago

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[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 1 year ago

Truly what inspired me to fight against Vulkan's complexity

[-] Zozano@aussie.zone 2 points 1 year ago* (last edited 1 year ago)

Thank you! I haven't laughed that hard in a year or more. My sides hurt.

[-] TheBurlapBandit@beehaw.org 5 points 1 year ago
[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 1 year ago

Why are you yelling at me?

[-] dylanTheDeveloper@lemmy.world 2 points 1 year ago

Now do a camera that can be controlled

[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 1 year ago

Done, that wasn't the hard part - after that I spent a few days on normal mapping and passable light reflections

[-] dylanTheDeveloper@lemmy.world 2 points 1 year ago

What kind of method you gonna use for reflections?

[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 1 year ago* (last edited 1 year ago)

For reflected objects none, that's too much effort - this thing only reflects light sources.

Proper reflections require either too much effort, or me being smarter than I actually am.

(Reflecting light sources is as easy as doing some tangent-space wizardry and a few dot products)

[-] Sonotsugipaa@lemmy.dbzer0.com 2 points 1 year ago* (last edited 1 year ago)

Nobody asked, but whatever:

[-] dylanTheDeveloper@lemmy.world 2 points 1 year ago
this post was submitted on 26 Aug 2023
277 points (97.3% liked)

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