As someone who has also been considering abandoning the use of game engines and just coding pretty much everything from scratch I found this very interesting!
I do recommend it, at least to programmers. It's what I always opt to do, and it's nice to have *only* what I need, and *exactly* what I need, rather than trying to force a general-purpose engine to do better than a "jack of all trades"-tier job of things.
its very fun to watch your videos. all the lines, colors, shapes, massive amounts of enemies .... the errors .. the patterns ... very beautiful to see. i omega nerd out on this type of stuff.
You've also turned me on to raylib. I've been searching for a bare-bones-but-with-optional-features library for a while, and somehow raylib slipped past me. This video finally put it on my radar, though, and now I'm loving it, so thanks for that!
Beautiful episode, thank you for sharing insights and pitfalls, this is inspiring. People should know that if they struggle it’s not because they are dumb, it’s because making a game is really hard.
Thanks! Indeed, I go through many points where it seems too hard and I feel like giving up. That's usually a good time to take a break for a while and let the brain percolate on the problem!
@@rockersgamestudio Absolutely, breaks are very important. Usually I can’t understand/solve a complex problem that I encounter for the first time. But after a couple of tries during a couple of days the problem becomes much easier.
Good morning. I just stumbled on to your channel in the last hour. Firstly, thanks for going to the trouble of uploading this video. Secondly, thanks for making it so interesting, especially at the bits that didn't go to plan. The best way to learn something is to make mistakes first. That way you are more likely to remember. Looking forward to the next part.
I don't want to take away from the work you have done, but the simple shapes are waaay cooler than the new art, even the debugging squares and lines are super cool and unique, the new art looks generic (I feel bad saying this), the prototyping art is better and unique
@@rockersgamestudiosome of the parts of that were actually art. There’s a ton of potential in that direction. Whether you explore it is up to you but there’s something there.
I've done a few game projects over the years just for fun in a few different languages. I've always been a programmer at heart, and had a MUCH easier time just going with an engine of my own design, because it was faster for me than learning an existing engine. A few years ago i started a Starfox clone in LOVR and that was my first attempt at using anything like it.
lol im in the same boat, took me a week to just get a project build workflow setup. But im enjoying C a lot. I recommend everyone try it out. Teaches u a TON
Well that's a well edited, interesting video ! Please continue like this, and don't fear to be a little more technical, it's always nice to have the full explanation of what you're doing and how, like sebastian Lague who I think you mentionned in one of your videos (sry, i'm not sure, i just watched them all)
Odin seems great for cpu performance and memory efficiency with vectors slapped everywhere (adjacent bytes of memory as a data structure). Javascript is completely screwed because it's a scripting language, it's arrays and objects are atrocious if you want to think about efficiency. But I don't know any other language.
Thanks for the great video. I wish you had luck in your C-like C++ endeavour. What were the specific things that you were missing in Odin other than more learning resources? Is it that your code became spaghetti, and un-straightforward?
I guess when everything is new to you, the language, the systems and everything you're trying to figure out - maybe it helps to have at least one thing that's not completely foreign.. we shall see! Also I found that in c(++) it ran a bit faster than Odin. Not sure if that's because of the compiler, the bindings to raylib or my code though...
@rockersgamestudio it seems that all rest for Godot and unity they do the minimum to make several hundred enemies navigate with physics in 2D on Lower end devices. Maybe my game could be less intense if I got rid of the hitbox an hurtbox areas but it's not going to be much faster than lowering the physics call frequency. There is a level of optimisation that's too much for most games. I have seen some tests of algos that can handle 10ks or 100ks of physics bodies in one scene in real time on modern HW,
Perhaps a script-kiddie? It's not a derogatory term, but pertains to those who only know how to copy-and-paste segments of code, without understanding the syntax of the tokens they consist of.
wow! great job. the box on the left that has all the data (fps, count draws, etc) did you make it yourself? or did you use something that already exists?
Yep those timers and counts I put together and are drawn with raylib draw text. The check boxes and sliders are using raygui - which is an extra header file from the raylib creator. Love the profiling!
@@manosragiadakos3928I don't know, I tried learning Rust very early on and it was actually quite simple to learn and helped me grasp allot of more complex areas of programming. Rust starts getting hard when you start getting into concurrency which is a mess in any language. Rust never claims to make concurrency easy, just more safe so you can say with greater confidence that what you've done shouldn't have any weird errors due to memory management.
using a framework? pfft thats cheating, a real man would mine some stone, smash it to tiny pieces then start to teach it how to think. im kidding ofc. just use an engine!
"making a game without an engine".....uses highend libs. Not exactly my definition but I guess that's what today's era of programmers are calling it....sure.
@@stasistheshatteredby definition any library or even systems you write yourself are part of a game engine. What people call game engines are more so game development software (basically an IDE for making a video game). Any system that runs a game falls under the technical term of a game engine
@@ultimate9056I don't totally disagree with you. But engines typically have some sort of an entity/sprite system as well as some concept of a map editor. I think the developers of Raylib would agree that it's not an engine, but a library to be used, perhaps in the creation of an engine (as it is).
This was an incredable video ! Every part was super interesting and well explained! It almost made me quit big engines hahaha Keep it up man, you've earned a follow :)
Yeah this one started out as an experiment, never expected to get this far. But it's really interesting to dabble at this level anyway - helps with learning a bit about what's under the hood in bigger game engines (obviously they are far more advanced!)
As someone who has also been considering abandoning the use of game engines and just coding pretty much everything from scratch I found this very interesting!
Certainty of death. Small chance of success... What are we waiting for?
I do recommend it, at least to programmers. It's what I always opt to do, and it's nice to have *only* what I need, and *exactly* what I need, rather than trying to force a general-purpose engine to do better than a "jack of all trades"-tier job of things.
its very fun to watch your videos. all the lines, colors, shapes, massive amounts of enemies .... the errors .. the patterns ... very beautiful to see. i omega nerd out on this type of stuff.
Me too! It's all so fascinating...
@@rockersgamestudio very cool
If nothing else you've designed a lovely, boids, screensaver.
This channel is insanely underrated. This will have so many views in a bit, only 6k now
This is visually appealing, sounds good and pretty good edited. Everything is done just fine, keep doing what you do!
yeahhhhhh!!! super inspirational
This was a fantastic video, and extremely entertaining. Subscribed immediately, great work.
You've also turned me on to raylib. I've been searching for a bare-bones-but-with-optional-features library for a while, and somehow raylib slipped past me. This video finally put it on my radar, though, and now I'm loving it, so thanks for that!
@@isranchdressingcuisine must share the love!
top notch game dev video, love how you play with the visuals. keep going mate
Keep on making more videos Sir, can't wait to see the end result.
The audio production is stellar!
Beautiful episode, thank you for sharing insights and pitfalls, this is inspiring. People should know that if they struggle it’s not because they are dumb, it’s because making a game is really hard.
Thanks! Indeed, I go through many points where it seems too hard and I feel like giving up. That's usually a good time to take a break for a while and let the brain percolate on the problem!
@@rockersgamestudio Absolutely, breaks are very important. Usually I can’t understand/solve a complex problem that I encounter for the first time. But after a couple of tries during a couple of days the problem becomes much easier.
Good morning. I just stumbled on to your channel in the last hour. Firstly, thanks for going to the trouble of uploading this video. Secondly, thanks for making it so interesting, especially at the bits that didn't go to plan. The best way to learn something is to make mistakes first. That way you are more likely to remember. Looking forward to the next part.
Thank you!
Sometimes the only way to be good at something is to be bad at if first 😅
Love the editing and content. Can't wait for the next one :)
This was a really good devlog, and the visuals of your progress were super satisfying this time. Thanks for sharing!
My brother says he is not a good programmer, then proceeded to do a lot of different data structures!
Throw a few (x,y) in there should be fine 🤙
I don't want to take away from the work you have done, but the simple shapes are waaay cooler than the new art, even the debugging squares and lines are super cool and unique, the new art looks generic (I feel bad saying this), the prototyping art is better and unique
Another vote for the minimal shapes - I agree there might be something to this. Perhaps I'll experiment with this in the current state of the game
@@rockersgamestudiosome of the parts of that were actually art. There’s a ton of potential in that direction. Whether you explore it is up to you but there’s something there.
Dang, nice video! pretty cool to watch, and looking forward to your next projects!
This is so sick and I really want to see where this goes!
80,000 @ 60fps entities.... that's a gooooooood engine!!
What an incredible video! I hope i get to see more of the project T.T!
Great video, love it. To be honest I really liked aesthetics of simple shapes without textures. Anyway, looking forward for your next update.
Yeah for sure - was tempted to keep it minimal ...
I've done a few game projects over the years just for fun in a few different languages. I've always been a programmer at heart, and had a MUCH easier time just going with an engine of my own design, because it was faster for me than learning an existing engine. A few years ago i started a Starfox clone in LOVR and that was my first attempt at using anything like it.
lol im in the same boat, took me a week to just get a project build workflow setup. But im enjoying C a lot. I recommend everyone try it out. Teaches u a TON
yeah - there's so much to learn even before writing any code. +1 for trying out lower level languages!
Well that's a well edited, interesting video !
Please continue like this, and don't fear to be a little more technical, it's always nice to have the full explanation of what you're doing and how, like sebastian Lague who I think you mentionned in one of your videos (sry, i'm not sure, i just watched them all)
This was really fun to watch!
Amazing, inspiring, subscribed.
Hot damn, it's all coming together!
Damn! It looks super cool 8:09
Wait wait.... He just cooked 🗣️🔥🔥🔥
Love this
good stuff! Keep it up
Ngl import statements are the hardest thing in programming, up to a certain point.
Fantastic video! =]
Good vid loved it and I love odin
Odin seems great for cpu performance and memory efficiency with vectors slapped everywhere (adjacent bytes of memory as a data structure).
Javascript is completely screwed because it's a scripting language, it's arrays and objects are atrocious if you want to think about efficiency. But I don't know any other language.
Aww shit you're underrated as af!
really cool man.
Might enjoy love2d
I played with it a bit and really enjoyed it!
Thanks for the great video. I wish you had luck in your C-like C++ endeavour.
What were the specific things that you were missing in Odin other than more learning resources?
Is it that your code became spaghetti, and un-straightforward?
I guess when everything is new to you, the language, the systems and everything you're trying to figure out - maybe it helps to have at least one thing that's not completely foreign.. we shall see! Also I found that in c(++) it ran a bit faster than Odin. Not sure if that's because of the compiler, the bindings to raylib or my code though...
Just from the thumbnail I recognise you're going to do a lot of physics check optimisation that doesn't come with any modern or open game engines.
I think under the hood all the big engines have fancy systems for collision checks - they must right!?
@rockersgamestudio it seems that all rest for Godot and unity they do the minimum to make several hundred enemies navigate with physics in 2D on Lower end devices. Maybe my game could be less intense if I got rid of the hitbox an hurtbox areas but it's not going to be much faster than lowering the physics call frequency. There is a level of optimisation that's too much for most games. I have seen some tests of algos that can handle 10ks or 100ks of physics bodies in one scene in real time on modern HW,
"beginner programmer" if thats beginner then what am i
Perhaps a script-kiddie? It's not a derogatory term, but pertains to those who only know how to copy-and-paste segments of code, without understanding the syntax of the tokens they consist of.
Though, in some sense, that feeling is a nascent understanding of the "encapsulation" pillar of object-oriented programming 😀
Have you considered QBasic? Massive upgrade on GW!
Bit modern don't you think?
such a beautiful video :)
how long have you been working on this?
wow! great job. the box on the left that has all the data (fps, count draws, etc) did you make it yourself? or did you use something that already exists?
Yep those timers and counts I put together and are drawn with raylib draw text. The check boxes and sliders are using raygui - which is an extra header file from the raylib creator. Love the profiling!
yeah odin mentioned, try to use neovim btw
I don't know what any of that means
Randy wants to know your location :P
I don't know what you're talking about... 👀
next episode "I tried C++ but..."
I bet you will move to Golang
I hear rust is great for beginners..
@@rockersgamestudio it is a myth
@@manosragiadakos3928I don't know, I tried learning Rust very early on and it was actually quite simple to learn and helped me grasp allot of more complex areas of programming. Rust starts getting hard when you start getting into concurrency which is a mess in any language. Rust never claims to make concurrency easy, just more safe so you can say with greater confidence that what you've done shouldn't have any weird errors due to memory management.
using a framework? pfft thats cheating, a real man would mine some stone, smash it to tiny pieces then start to teach it how to think. im kidding ofc. just use an engine!
In the next episode I mine some stone... ⛏
"making a game without an engine".....uses highend libs. Not exactly my definition but I guess that's what today's era of programmers are calling it....sure.
Anything higher level than punch cards is cheating IMHO.
...its still not an engine
@@stasistheshatteredby definition any library or even systems you write yourself are part of a game engine. What people call game engines are more so game development software (basically an IDE for making a video game). Any system that runs a game falls under the technical term of a game engine
@@ultimate9056I don't totally disagree with you. But engines typically have some sort of an entity/sprite system as well as some concept of a map editor.
I think the developers of Raylib would agree that it's not an engine, but a library to be used, perhaps in the creation of an engine (as it is).
This was an incredable video ! Every part was super interesting and well explained! It almost made me quit big engines hahaha Keep it up man, you've earned a follow :)
Yeah this one started out as an experiment, never expected to get this far. But it's really interesting to dabble at this level anyway - helps with learning a bit about what's under the hood in bigger game engines (obviously they are far more advanced!)