> godot goes corpo
:blobcatpain: reminder that we may never have nice things
@xianc78 @icedquinn As Xianc said, SDL is the way to go as far as having nice things goes.
Like how GTK 2.0 for desktop GUI, ncurses for terminal TUI, and languages like C, PHP, Go, and Lua without a framework.
Even PHP frameworks like Laravel feel more and more corpo-ish as it's getting more popular, all while real PHP will remain free (as in freedom) forever.

@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".

@xianc78 @icedquinn I'm more a type of developer that wouldn't get passed the library level (on the scale of "from 0" → "library" → "framework" → "engine", the more forward, the more bloat).
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.

@ryo @icedquinn This guy managed to do it. He even has a full tutorial on how to do it.

handmadehero.org/

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?

@xianc78 @icedquinn 3D is nice to have, I think you'd even stand out as an indie if you do 3D.
But I know it's extremely hard unless you have some insane 3D mathematics skills.

I'll bookmark this site, will come in handy when I will make a game again, as last time I did was a decade ago, and it was in Unity too.
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@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.

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