Learning about video game development be like:
First, the developer wrote a design document bigger than Encyclopedia Britannica
Then they made lifelong friendships with people who'd contribute dozens of hours of work for free because they're basically blood brothers now
Then they filled up 400 sketchbooks full of carefully planned and very well drawn concepts more creative than the entire Rennaissance
They also pioneered a new branch of mathematics to get the game working
Just the basic requirements, really
#vidya #programming #depressed
@cy @light Or just have a dum idea, code it up, see if it feels fun. If it is, change it a bit, see if it’s more fun. Repeat. I’ve had a ton of fun coding things for game jams and just dropping it after a week, declaring it finished and doing another one.
I've been trying to get a computer to draw a circle for a week now. I think I'm a lost cause. My idea is to have floopy floppy things jumping around. Some sort of platformer.

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@cy @light What are you using to draw things?
OpenGL, mostly. Been trying to figure out how to draw, or render, curvy shapes angled or distorted around some sort of abstract skeleton. So a "circle" sorta. Starting with a circle seems like a good first step. But using vertex shaders? Fragment shaders? Geometry? Precalculated circle approximation polygons? Shaders to smooth out the corners in those polygons? Subdivisions? Bezier??

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@cy @light It's not you. Setting up GPU pipelines is just very wordy and complex.
Even just the math of it, I'm not sure whether to make preexisting shapes and somehow deform them to floop and flop around, or to generate the shapes on the spot from the skeletons and some bezier curves. Either of those you could do in a geometry shader, but... well it's tricky is all. I miss being able to just say pixel[x+y*stride] = white_if_inside_circle(x0,y0,radius);

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