@icedquinn This is all you need.
@ryo @icedquinn Just ignore the fact that I program games in C# using MonoGame. But yeah, frameworks are much better than engines. It feels so satisfying implementing levels, physics, AI, etc "from scratch".
@ryo @icedquinn This guy managed to do it. He even has a full tutorial on how to do it.
Honestly, people using these engines need to ask themselves if they really need all those bloated features that engines provide. Does your game really need to be in 3D? Does it really need VR support? Does it really need RTX graphics?
@ryo @icedquinn I've taken a 3D graphics class back in college. It's pretty simple if you know linear algebra. The professor even wrote his own 3D renderer that outputs to a JFrame image object. For my senior project the following year, I was tasked to rewrite it in JavaScript and port it to HTML5 canvas.
Honestly, the hardest part is the clipping and accounting for the fact that object behind the camera will appear in front of the camera and upside down unless you specifically tell the program not to render them.
However, we were never taught how to map textures or even shade polygons. I wanted to add that feature in my JS port but I didn't have time.
@ryo @icedquinn @xianc78 GPU 3d graphics from scratch is doable for the average dev
Mostly basically boilerplate
https://learnopengl.com/Getting-started/OpenGL
3d physics from scratch would be a fair bit harder. If you did 2d gameplay but 3d graphics it would be sane
This is basically the opengl tutorial + math library (basically copying equations) + assimp (making your own OBJ importer is easy tho) + my code
@xianc78 @ryo @icedquinn That’s mostly what one of my favorites ended up doing. It runs so well on anything I tried it on and just uses SDL and few other libraries.
I'd love to make video games from 0, but I feel like that'd be overkill.
At least making web apps and CLI apps from 0 is very doable.