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Why gamestudio USE Lite_C
#480965
07/28/20 03:20
07/28/20 03:20
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Joined: Dec 2009
Posts: 128 China
frankjiang
OP
Member
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OP
Member
Joined: Dec 2009
Posts: 128
China
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Why gamestudio USE Lite_C? Lite_C is Better,But not like CPP OOP.Why not use Cpp or C# for Script?
development 3d game is interesting!
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Re: Why gamestudio USE Lite_C
[Re: frankjiang]
#481043
08/03/20 11:49
08/03/20 11:49
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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@Superku Did you use a renderer library? If so, which one? Past years I built my own renderer in C++ and DirectX11, but I felt like I was limitting myself and in the need of learning to program again at the same time, C++ is great but not easy to master. So I decided to look for other tools and tried many, too many indeed, but did not really get convinced by any. Right now, I am digging into RayLib: an open source, multiplatform, OpenGL based renderer written in C @3Run showed to me some time ago. It is far from been a super-pro game engine but the frustration caused by going from liteC to C is practically non-existent and I have lots of programming fun with it; the main reason I came to these parts at the end. I recommend trying it out if any of you are in the same frame of mind as me.
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Re: Why gamestudio USE Lite_C
[Re: frankjiang]
#481062
08/04/20 14:13
08/04/20 14:13
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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How so did it feel limiting to you? I'm using C++ but code most/ pretty much all stuff C style. I use DirectX11.1 (or 11.2?) and DirectWrite (D2D) for text rendering. I use SimpleMath ( https://github.com/Microsoft/DirectXTK/wiki/SimpleMath ) for basic Vector and Matrix operations but that's it, no other libraries. One of my opt-in renderers which allows dynamic shadow casting lights and decals is somewhat inspired by the Doom 2016 view/ screen space chunk renderer. But I struggled with implementing that for a while, hard to debug the depth related issues so I got fed up with it and turned it into my own world space chunk renderer/ sorter. Much easier to wrap my head around and good enough for the games I want to make. Regarding RayLib: Interesting! "I have lots of programming fun with it" That's the most important part. My engine is working pretty well so far but of course it's no high end super optimized thing. I much rather take that and a lack of AAA features over having no fun working with let's say Unreal. Only issue I'm not happy with is that it is Windows only again. But oh well, even releasing a game on Windows alone is struggle enough for one dev/ myself. Maybe I can find someone/ a publisher to port my engine or games some day. Have fun with making your engine and games!
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Why gamestudio USE Lite_C
[Re: Superku]
#481070
08/05/20 07:55
08/05/20 07:55
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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The Windows only thing, that is all. I've read so many comments about the inconvenience of programming C-style with C++ that I fell for it without even thinking about it, but now that you mention it, I thik it would have saved me many headaches along the way. Although I think I'll keep learning modern C++ anyway. My best wishes for you too
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Re: Why gamestudio USE Lite_C
[Re: frankjiang]
#481071
08/05/20 08:36
08/05/20 08:36
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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@txsemi,
I am also writing my own engine(albeit slowly), adding features as needed (more like at my whim). No real editor, just some decoupled tools to create/test stuff, animation curves, materials etc. Right now i just dump them to a level file and load it to test my stuff.
It's actually mashup of C libraries and mostly written in C with some c++ sprinkled in. I am considering adding lua support . I worked with c + lua in the past in non-game related field, it's a blast and i have quite a good understaing of lua internals and embedding lua. This has to wait until i fully integrate an entity component system library though.
I used bgfx for rendering,glfw for input and windowing, dear imgui for the small tools(eventual editor will also use dear imgui), using flecs for ecs. assimp for importing meshes. some stb_* libraries, probably need to use a skeletal animation library written by someone that understands quaternions and blendspaces better than me.
3333333333
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Re: Why gamestudio USE Lite_C
[Re: frankjiang]
#481087
08/06/20 09:40
08/06/20 09:40
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Thanks @Quad! It is nice to know what solutions people choose bgfx is in my list of futuribles already. I got a bit scared of the lack of documentation and active communities on the theme but I did not rule it out. Your words encourage me to try it again. I actually put some blind trust in the tools that come from the GNOME environment but I need a better knowledge base to be able to make them work properly. Same happens with ClanLib, my other alternative. Regarding UI, I tried GTK+ and Qt and both are very good libraries but decided to fit to ImGui which I am starting to know in depth. Regarding sound and other needs, I did not really search. I saw Assimp as the only selection of everybody on mesh importing, and stb_* libraries are in my list of must to check. I saw entity component systems are widely used and I will probably end using one at some point. Salud!
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