Game Development Guides and Resources for Those Who Need It

"muh performance!!! muh performance!!!!"
crying soyjak.png

>uses opengl over vulkan
 
not games

gegdot has garbage performance
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>godot is le bad at making le graphics so can u show me examples of godot making le graphics
>oh but these examples are not good enough ese.... godot... stil bad....
 
>quake with swords
>needs "potato pc" with i3 7100u to run at 50 fps

gegdot is dogshit
 
performancechuds is this the most bone tingling most spine tingling most performant 3d engine to ever exist?
c is faster
 
Looking into multiplayer solutions. Highly demoralizing.
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 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?
 
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