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TIGSource ForumsCommunityDevLogsScifi flightsim prototype
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JobLeonard
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« Reply #20 on: March 04, 2023, 01:35:09 PM »

> Not as much progress as I would like to have made.

There are two types of developers in this world: those who say this, and liars.
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diegzumillo
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« Reply #21 on: March 04, 2023, 05:01:44 PM »

> Not as much progress as I would like to have made.

There are two types of developers in this world: those who say this, and liars.

True  Cheesy
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diegzumillo
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« Reply #22 on: June 07, 2023, 10:15:46 AM »

I finally found the ideal motivation engine for this project: money.

I made a Patreon page and the main project is this flight sim. Sure, the income from this page might be tiny or even zero, but it's the principle of the thing that counts.

I will probably update that page more often than this one. But it's free to read! donations are welcome but optional. Besides, the same people following my 3 devlogs have given me enough moral support to earn even a copy of whatever I make in the future for free.

https://www.patreon.com/Diegomakesgames
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diegzumillo
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« Reply #23 on: September 14, 2024, 10:25:36 AM »

I'm back to this project!

I got nothing to show but a plan. This project went through unity and godot and both felt like were fighting me. So I'm making the project a little harder by also making a custom engine. This is also old news but I didn't mention that in this devlog. I got as far as a fully functional engine with the renderer, input, ECS and some other stuff. Then I moved away to other projects (the eldritch monarch kickstarter, for example) and left this one simmering for a while.

Now I'm back to it, and the first order of the day is a very necessary refactor. The first iteration was more of a proof of concept. or a proof that I could actually do it. And I'm convinced! making an engine is not the seven headed dragon people make it out to be. Just keep it highly specialized for the specific game you want to make and it's totally feasible.

The engine itself also has a name, I'm calling it Spectre Engine. It's fancy and cringy, I know, but even personal projects need names for folders, repositories, files, etc. I don't have a name for the game yet, but the ship you fly in the game is called The Spectre, so it's a nice reference.



This is super duper simple. Nothing is too isolated. Shared state is read by and altered by all systems. The only thing I might change about this is isolating the renderer more. It might be useful to have it as a library. Because the project will need some custom tools and having the renderer more portable would be nice.

So yeah. This is the plan. I'm currently remaking the engine from scratch, including my own custom build system with python (because cmake is a nightmare).

I'll try to update this thread and my patreon blog together. But my patreon blog is better written! Doesn't even sound like me at all. I go all professional talk there. Here I'm 'diegzumillo the ADHD idiot who jumps from project to project" while there I'm "Dr. Diego FlĂ´or, PhD in physics, software engineer, pompous and pendantic because I need a job and maybe someone reading it can give me one"


Cheers yall  Coffee
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Schrompf
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« Reply #24 on: September 14, 2024, 11:16:36 AM »

He, nice! I <3 custom engines. No need for names, though, a simple renderer.h was always enough for my personal taste.

Good luck, have fun!
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diegzumillo
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« Reply #25 on: September 15, 2024, 04:50:47 AM »

He, nice! I <3 custom engines. No need for names, though, a simple renderer.h was always enough for my personal taste.

Good luck, have fun!

Thanks!
I used to think names weren't important, but it gets confusing when folders, files, repos, are all named like "project4", "customcrap", "dogbutt". You know the eldritch monarch, the game I mentioned? it was internally called "flashback ripoff" until quite a long way into production!
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