u/DevLair
DevLair
DevLair
I am making first person raycasted dungeon crawler, so I know how much work does it take to make something little bit similar (not it godot tho). Are you using shaders to calculate rays or is your solution fully cpu bound?
Anyways great job! Love it!
DevLair
Na střední jsem měl psát sloh - vypravování a jelikož jsem se tou dobou dost zajímal o WW2, tak jsem napsal vypravování o vojákovi. Učitel to vyhodnotil jako trojec jen kvůli výběru tématu, ačkoli to nechal na nás. Jinak mi sám řekl že je to na chvalitebnou. (ta známka měla snad i největší váhu)
Nemá smysl jakýkoli nuance s učitelskýma řešit. Někteří si myslí že mají prostě absolutní pravdu. V tomhle případě je lepší to nechat a řídit se příslovím "moudřejší ustoupí" a zkusit to příště trošku jinak.
DevLair
Já bych ty Labudy zakázal...
DevLair
Ježíše nikdy nedostanete vy hajzlové!
DevLair
Taky jsem tu po sobě chtěl nějakou menší hru zanechat. Bohužel programovat v práci a potom ještě po práci je celkem challenge.
DevLair
Afaik, benefit of Lua-Csharp is pretty much simple and efficient two way communication between csharp code and lua "vm". That's become really big pita over time with simple nativd C Lua bindings.
We did simple benchmark project of a scripting languages in the C# if anyone is interested. One of the libraries used there (Lua.NET) is plain binding to a native Lua and it should be pretty straightforward to add the LuaJIT benchmark.
DevLair
Once again, I hoping for merge of vulkan 2d batching :)
DevLair
Awesome! Hope they merge Vulkan 2D batching to 4.4 next.
DevLair
Congratulations! Funny game :) Which version of godot did u used? Also was it hard to implement ads?
DevLair
Jsem senior backend dev a mám teďka okolo léta cca 2 nabídky týdně.
DevLair
Try Defold, it is little bit low level compared to Godot and Unity or Unreal, but it have everything you need to start off.
Also there are lot of frameworks like Raylib(with binding for almost every language), Monogame (C#) and Love2D(Lua). They are all capable of doing 3D, but your projects will need some work to get it started.
DevLair
Awesome! Do you use LuaJIT or vanilla Lua?
DevLair
But don't worry, you can summon Raiden from MGR to aid you.
DevLair
Same here, but instead golang they use vanilla JS (not even TS) and NodeJS. It's pure nightmare and all this happening because management read about JS hype train.
DevLair
Looks like Woodlouse spider
DevLair
Nightmare reaper - Interesting rogue like mechanics with top soundtrack. Imho one of the most unique boomer shooter
wh 40K Boltgun - Enjoyed it much, huge fan of wh40k universe
Prodeus - My friends created some maps and we played them together. We had blast. Also great soundtrack
Brutal Doom - My favorite classic
DevLair
Well i'ts all up to you. If you want, you can use some UI library you like however I suggest you to try write simple UI by yourself. I do not know what are your UI requirements, but simple games can be mostly made with combination of basic labels and buttons which are simple to develop. You will also gain experiences :)
DevLair
As others said it is possible :)
Take a look at moonsharp: https://www.moonsharp.org/
DevLair
I wrote one roguelike prototype in Lua (Love2D) Another isometric proof of concept project in C# (Monogame) Classic old school one in C++ as project to learn C++ (Raylib) And now teaching friend how to create very simple one in C# (Raylib)
So it does not matter nowadays, but for me it is modern C# because of productivity and balance between "low" level and "high" level. But most of roguelikes are created in C++
DevLair
Check official example "input box". It is written in pure C, but it should not be problem to rewrite it in C++
Here is source code: https://github.com/raysan5/raylib/blob/master/examples/text/text_input_box.c
DevLair
You hear this stuff because people want to create mostly game logic and don't care much about technical engine backend things coz it cost time.
If you know what are you doing, it is perfectly fine to build your own "engine" on top of framework (monogame, fna, love2d, raylib etc.) and ship game with same quality as one created in engine.
DevLair
I belive that GetFrameTime function return actual delta time, so you don't need to multiply it by result from GetFPS function


Awesome! Wishing you good luck with the project! Will keep my eyes on it.