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Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

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101–110 of 111 posts

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#101
post #56

I watched a video presentation and cringed a bit to be honest. I've done a bit of 3D with Go some time ago ( https://www.youtube.com/watch?v=cjn3twYB7xQ ) and quickly realized it's not a viable tool because of the huge FFI overhead... weird to see all this claims about performance in an engine that will leave so much on the table every single time it makes a call into Vulkan... as soon a decent scene will be added it…

You only need to call into C once per frame. Is the FFI overhead really that bad?

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#102
post #30

Earlier quoted context omitted.

Readme full of emojis.

You know why LLM text is full of emojis? drumroll Because people have been using a lot of emojis before LLMs in text already, and LLMs have been trained on those texts. This whole "You have emojis in your text, it's LLM!"-trope got boring really fast. Amazing to see (and to think of the implications of) so many people apparently being in emoji-free social bubbles before this, though.

I don’t remember seeing technical documentation packed full of emojis until LLMs.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#103

Earlier quoted context omitted.

> "Unity has a ton of features that even Godot lacks. (Unreal also has a ton of features they all lack)." Hard to interpret w/out more detailed comparison but stack-ranking their featurefulness, is it Unreal, Unity, Godot?

Unity can't really be said to have less or more features than Unreal IMO. Each has features lacked by the other, and neither lacks anything really major. But if I had to pick one for being the most featureful, I'd pick Unreal. Unreal has a built-in visual programming language* and some very advanced rendering tech you might have heard about. Unity has tons of features for 2D games lacking in Unreal and supports WebGL…

Speaking of bugs, I remember the last time I thought maybe I'd try making a simple game in Unity I gave up when I couldn't stop clipping through walls.

The collision was clearly working, just some n% of the time you'd end up on the wrong side of the clean flat rectangle you were walking into.

I lost interest pretty soon after that.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#104
post #82
post #62

Earlier quoted context omitted.

Every game made with Unreal has GC bolted onto it. GC is absolutely viable for shipping games.

I don't think that's quite true. While Unreal has a GC, it's not used for the low-level components, only for the "user-facing" objects.

Pretty much everything in unreal aside from the rendering code and platform interaction layers is written in uobject and actor land - which is garbage collected.

The rendering code also isn’t “just” not garbage collected - it eschews all the normal c++ and is written in a totally different way. It might as well be in a different langauge honestly

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#105
post #96
post #82

Earlier quoted context omitted.

I don't think that's quite true. While Unreal has a GC, it's not used for the low-level components, only for the "user-facing" objects.

Which can rapidly exceed in size and count the "non-user-facing" objects. This objection really needs to die. GC does not instantly mean you can't program games. At most it locks you out of the tip-of-the-tippy-top AAAA games, but if you were trying for that you weren't going to use "someone's GitHub project" anyhow. And most of them probably have meaningful GC in them anyhow.

What’s your definition of tip of the tippy top AAAA games? Because an awful lot of them are using unreal too!

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#106

Earlier quoted context omitted.

Why would game engine developers want to make a game though? Plenty of devs prefer building the underlying frameworks and tools over the products those tools create.

Have you never heard of dogfooding?

Yeah, and?

OP is trying to make it seem like some sort of failing, where people aren't cut out for game dev or something so they just make game engines instead. But I can guarantee that anyone who can create a game engine can also create a game. They just choose to do something they enjoy more.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#107

Earlier quoted context omitted.

Unity can't really be said to have less or more features than Unreal IMO. Each has features lacked by the other, and neither lacks anything really major. But if I had to pick one for being the most featureful, I'd pick Unreal. Unreal has a built-in visual programming language* and some very advanced rendering tech you might have heard about. Unity has tons of features for 2D games lacking in Unreal and supports WebGL…

Speaking of bugs, I remember the last time I thought maybe I'd try making a simple game in Unity I gave up when I couldn't stop clipping through walls. The collision was clearly working, just some n% of the time you'd end up on the wrong side of the clean flat rectangle you were walking into. I lost interest pretty soon after that.

That's not a bug just an inherent problem with using very thin colliders with a discrete collision detection system. It's not a Unity problem and Unity allows you to configure continuous collision detection to prevent tunneling https://docs.unity3d.com/6000.3/Documentation/Manual/Continu...

Game development is full of domain knowledge like this because games need to make compromises ensure completing simulation updates at no lower than 30Hz.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#108
post #70

Earlier quoted context omitted.

Agreed. Unity has a ton of features that even Godot lacks. (Unreal also has a ton of features they all lack). I know a lot of different languages and frameworks, from C/C++ up, so I say this: The language is never the issue. Language is just syntax. ease of use is everything. I've been wanting to make a game for a long time. I toyed with OpenGL/DirectX at multiple points since the 90s, even going so far as to creatin…

"I'm authoring a new Golang based firmware for a retrocomputer I literally pulled out of the trash that nobody will use" HN: "Ah you're sweet" "I'm authoring a new Golang based game engine that doesn't have the featureset of things with $100 million to $3 billion of product development" HN: "Hello, human resources?"

This would be a much better comment if it weren't for the snark and fake quotes.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#109

Earlier quoted context omitted.

Speaking of bugs, I remember the last time I thought maybe I'd try making a simple game in Unity I gave up when I couldn't stop clipping through walls. The collision was clearly working, just some n% of the time you'd end up on the wrong side of the clean flat rectangle you were walking into. I lost interest pretty soon after that.

That's not a bug just an inherent problem with using very thin colliders with a discrete collision detection system. It's not a Unity problem and Unity allows you to configure continuous collision detection to prevent tunneling https://docs.unity3d.com/6000.3/Documentation/Manual/Continu... Game development is full of domain knowledge like this because games need to make compromises ensure completing simulation updat…

That's fair. I just remember being very frustrated that felt like a basic feature I was implementing per the tutorial broke immediately in such a fundamental way in such a simple situation, and not being able to find any sort of explanation or solution at the time. Possibly it was fully my fault and the info was readily available!

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#110

Earlier quoted context omitted.

That's not a bug just an inherent problem with using very thin colliders with a discrete collision detection system. It's not a Unity problem and Unity allows you to configure continuous collision detection to prevent tunneling https://docs.unity3d.com/6000.3/Documentation/Manual/Continu... Game development is full of domain knowledge like this because games need to make compromises ensure completing simulation updat…

That's fair. I just remember being very frustrated that felt like a basic feature I was implementing per the tutorial broke immediately in such a fundamental way in such a simple situation, and not being able to find any sort of explanation or solution at the time. Possibly it was fully my fault and the info was readily available!

I think its really just the trappings of game development being full of tribal knowledge.

The tutorial probably should have instructed you create box colliders for walls (giving a greater area for the physics engine to catch collisions) rather than a simple plane/quad which would lead to the exact issues you had, or at least explained why a box works better than a plane.

I guess you have to balance the necessary information with overload in your tutorial or at least have an aside or additional reading that really helps understand many of these internalized understandings.

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