• miniu@programming.dev
    link
    fedilink
    arrow-up
    23
    ·
    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.comOP
      link
      fedilink
      English
      arrow-up
      12
      ·
      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?

        • Sonotsugipaa@lemmy.dbzer0.comOP
          link
          fedilink
          English
          arrow-up
          2
          ·
          1 year ago

          Eh, at this point it happens every 3 commits, you get used to abusing gdb (since valgrind just dies).

          I hope the police doesn’t find my unregistered breakpoint minigun…

    • wopazoo [he/him]@hexbear.net
      link
      fedilink
      English
      arrow-up
      6
      ·
      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.