Game Development Guides and Resources for Those Who Need It

gegdot is gnome of game engines and juan is just like ebussy
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performancechuds is this the most bone tingling most spine tingling most performant 3d engine to ever exist?
c is faster
 
one benefit to making your own engine is you know exactly what needs to be synced so multiplayer is easy. unity is fucking retarded. you make things a "network object"??? what is it even doing. you might as well set up your own tcp thing.
one downside to making my own engine: Making my own engine
I'll tell you a secret, I don't know what the fuck I'm doin
I am, however, looking into deterministic multiplayer as it seems like the least convoluted way of handling networking, especially with many entities that need to be synched.
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Unlike normal gamedev, networking seems to be a whole different beast. It feels like I'm starting from scratch, with a bunch of roads before me, each more convoluted than the previous. Maybe I lack some foundational knowledge about the internet that I need in order to understand all this shit, any advice?
 
>one downside to making my own engine: Making my own engine
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>I'll tell you a secret, I don't know what the fuck I'm doin

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>I am, however, looking into deterministic multiplayer as it seems like the least convoluted way of handling networking, especially with many entities that need to be synched.
giga175.png

>Unlike normal gamedev, networking seems to be a whole different beast.
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>It feels like I'm starting from scratch, with a bunch of roads before me, each more convoluted than the previous.

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>Maybe I lack some foundational knowledge about the internet that I need in order to understand all this shit, any advice?
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one downside to making my own engine: Making my own engine
I'll tell you a secret, I don't know what the fuck I'm doin
I am, however, looking into deterministic multiplayer as it seems like the least convoluted way of handling networking, especially with many entities that need to be synched.
<
Unlike normal gamedev, networking seems to be a whole different beast. It feels like I'm starting from scratch, with a bunch of roads before me, each more convoluted than the previous. Maybe I lack some foundational knowledge about the internet that I need in order to understand all this shit, any advice?
im just gonna suggest it.
godot multiplayer scene replication as easy as clicking a few buttons
 
im just gonna suggest it.
godot multiplayer scene replication as easy as clicking a few buttons
Not what I'm looking for. Too much abstraction, too high level, I have no idea what's being done or talked about. Unity has the same shit and I kinda agree with bnwoclitty on the whole "what's this even doing?" thing. How is it synching these objects? How does it deal with dsync? What does the packet/internet/whatever traffic look like? What about lag, lag compensation, client prediction, rollbacks? I want to know what's going on! It feels like a closed, mystery box of "fuck you". It's not talking about actual networking, just about dragging and dropping this thingamajig or that doodad. I mean he literally goes "for some reason this fixed the issues"
Aside from that, I'm looking for a more robust solution for a specific usecase. The usecase being many synched entities. This is why I find deterministic solution appealing, aside from the fact that it seems a lot more... intuitive? Simple to grasp? Uncomplicated? I just feel like I have a more solid understanding of what's supposed to be going on: Make the game predictable and only synch inputs


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also This made me geg
 
Not what I'm looking for. Too much abstraction, too high level, I have no idea what's being done or talked about. Unity has the same shit and I kinda agree with bnwoclitty on the whole "what's this even doing?" thing. How is it synching these objects? How does it deal with dsync? What does the packet/internet/whatever traffic look like? What about lag, lag compensation, client prediction, rollbacks? I want to know what's going on! It feels like a closed, mystery box of "fuck you". It's not talking about actual networking, just about dragging and dropping this thingamajig or that doodad. I mean he literally goes "for some reason this fixed the issues"
Aside from that, I'm looking for a more robust solution for a specific usecase. The usecase being many synched entities. This is why I find deterministic solution appealing, aside from the fact that it seems a lot more... intuitive? Simple to grasp? Uncomplicated? I just feel like I have a more solid understanding of what's supposed to be going on: Make the game predictable and only synch inputs


View attachment 40425
also This made me geg
I can understand where you're coming from, but you kind of only have two options
  1. Deal with the spooky magic shit that sometimes works sometimes doesn't (and if it does work it works poorly sometimes).
  2. DIY.
Option 2 is pretty much always a no go for me. Languages like go seem really appealing but when you get to those languages, you have to worry about pointers and fuckign mutexes and threads and goroutines and if you choose c++ it's evne fucking worst and then you have fucking Rust, which is so fucking garbage its just uggghh. IMO, I hate Python, I hate Java, I just want people to be able to run a fucking executable and play a game, but as a game dev, I really just want to pick up an engine and make the game, not have to build the entire fucking rendering system for the game or some bullshit like that or you know, make my own fucking game engine, HELL NAW!

Even do I have been buck broken because go and c are 1000000000000000x faster than gdscrip im not gonna lie 💀
But is all that effort worth it for a lil performance boost? smugjak

All I can say is, whatever you do, good luck, or something like that.
 
one downside to making my own engine: Making my own engine
I'll tell you a secret, I don't know what the fuck I'm doin
I am, however, looking into deterministic multiplayer as it seems like the least convoluted way of handling networking, especially with many entities that need to be synched.
<
Unlike normal gamedev, networking seems to be a whole different beast. It feels like I'm starting from scratch, with a bunch of roads before me, each more convoluted than the previous. Maybe I lack some foundational knowledge about the internet that I need in order to understand all this shit, any advice?
use a library
 
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