Is game dev easy?

Is game dev easy?

It's actually easier, because now you just have to write what you want in an AI rather than the code yourself.

I think so personally. I was always scared to make the jump from 2d-3d dev but it simply made sense and actually made the entire process so much easier. It probably helps that there were already GUI tools and whatnot rather than me trying to hand make everything myself in 2d (why not use libraries? Who knows, not me) but yeah anon it's fucking tits and super worth getting into. Probably though most of your time will be eaten up with making assets or just trying to come up with clever mechanics and behind the scenes shit.

Meh you still need to learn the basics and it's not like previously people didn't just copy paste the codes from internet and do some tweaks

everything programming-related is now. frameworks, already-made engines, etc., all make it very easy to code. it's not like the past where all this stuff had to be done manually.

you still need programming knowledge to know if what the AI shat out is actually valid and usable for whatever language you are writing in, and you also need programming knowledge to unfuck things when you start mashing bits of garbage AI pseudocode together

Show us

making game = easy
making fun game = ???

dungeon.png - 2560x1440, 1.12M

this is game dev

Sure anon. And image gen is photography/art

They are tools to generate such medias however do not and can never replace creating the art yourself.

only ever driving a self driving car is still driving thus must make me skilled as such

Alright, now drive a car. Can't? Not driving then. What's that? Can't do shit for game dev after months of fucking with AI tools? Not game dev then. Simple as.

Do you not believe that chatgpt can output fizzbuzz if you asked it?

Sar

So will a search engine.

This. I can ask an AI to rework a code snippet to use int8 instead of int16 and then it suddenly switches to unsigned for no reason.

yes

import heapq

class Solution(object):
def trapRainWater(self, heightMap):
if not heightMap or not heightMap[0]:
return 0

m, n = len(heightMap), len(heightMap[0])
visited = [[False] * n for _ in range(m)]
pq = []

for i in range(m):
for j in [0, n - 1]:
heapq.heappush(pq, (heightMap[i][j], i, j))
visited[i][j] = True

for j in range(n):
for i in [0, m - 1]:
if not visited[i][j]:
heapq.heappush(pq, (heightMap[i][j], i, j))
visited[i][j] = True

ans = 0
directions = [(1, 0), (-1, 0), (0, 1), (0, -1)]

while pq:
h, x, y = heapq.heappop(pq)
for dx, dy in directions:
nx, ny = x + dx, y + dy
if 0 <= nx < m and 0 <= ny < n and not visited[nx][ny]:
visited[nx][ny] = True
ans += max(0, h - heightMap[nx][ny])
heapq.heappush(pq, (max(h, heightMap[nx][ny]), nx, ny))

return ans

I feel like this code could be reduced a bit.
if each % 3 == 0:
print ('Fizz')
if each % 5 == 0:
print ('Buzz')
else:
print (each)

Use a search engine to quickly implement a quaternian implementation of the lag arm in UE5 so that it doesn't glitch out at the poles the way it does in the normal implementation.

depends on how good you are at programming

Mostly yeah, but the most complex things I've done coding wise I break down which makes it easier to deal with. Also

Just realized there are 70 different unique tracts for the game I'm working on already

lul.

Wouldn't that print 'each' after every 'Fizz'?

copy pasting is fine, encouraged even.
but only if you first understand what you are copying and why you would want to use that chunk of code.

want to do something

check if there's library that helps you do 90% of the work

there is because games are all the same

use middle school level math to do the rest of the game

game dev is only difficult if you're a trailblazer

This person neither codes or even uses AI for anything besides porn but has this meme opinion, npc hivemind.

Shit you're right

Programming is the easy part, art and assets is 1000% harder. Even a retard can learn the basics of c++ in a month or so so long as they’re willing to read. It takes years to develop art skills though, I wish I was half as good at art as I am at programming

It's very very easy.
/agdg/ just makes it look hard.

This would have gotten you a Staff Engineer position at Google in 2015

using modulo instead of bitwise tricks

never gonna make it

if you were a woman*

Just make "muh low-poly PSX style" sloppa models bru. Or flip some assets and just change the polygons colors and texture ayylmao. They did that with RWBY and look at how big of a following that shit got. I don't even watch or care about that franchise but I sure do fapped to their MMD porn.

hell, if I search again under slightly different terms, I find this.
seems to me like searching works even if you don't know ANYTHING about the subject matter before hand.
I found the pole glitch you were bitching about.
if I searched more I would pin down why your precious quats shit the bed at those angles and find a solution for that as well.
search engines work.

file.png - 677x439, 56.06K

someone post the Balatro code and the 2000 line if else statement

funny that it contradicts itself. euler angles *is* the one with gimbal lock

Try starting small. If you try your first project in fucking Unity or UE and have no programming experience you're just going to fail. You got to crawl before you walk, and walk before you run.

I recommend you start with the pico-8. Make a small retro-style game to understand the game loop, how to handle state. Don't worry about the stupid asinine rules they have in other languages: abuse global variables, don't think about classes. Then, graduate to other engines like GameMaker.

AI answers always shit themselves.
Its better to treat them as a town idiot relaying gossip, and only look to them to hear about whatever key words they picked up.
Then you investigate what they picked up.

Alright how would you implement it then?

I am so artistically retarded that I find even that to be very difficult, making low poly look good is hard. Best I can do rn is Minecraft style cube models but I also cannot texture them for shit

The current Jewish AI is a Jewish grift.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++.
+++++++++++++++++++++++++++++++++++.+++++++++++++++++..[-]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++.
+++++++++++++++++++++++++++++++++++++++++++++++++++.+++++..[-]

Yes but AI can only lie by mixing up things its heard, and I can use it to grab some early hints before diving deeper using something other than jewgle if neccessary.
What google wont show me, its AI will sometimes babble about accidently.

Literally not handling the FizzBuzz case, the fucking name of the problem.

I used to work in mobileshit dev. I find AI is about as good as a junior dev but it's fast and saves me grunt work.

I'm not really keeping up with AI, do they have one yet that can actually see the entire project and consider it when scripting?

copilot for code completion is really nice for repetitive work and small problems

if I ask it something more complex than general algorithms it always shits itself in confusion and gives me an outright wrong answer. You don't know how to program, nor you ever had any interest in the field.

t. embedded dev with 6 years of exp on ST, Atmel and NXP.

only if you already know enough to evaluate the merit of what they have on the spot.
otherwise its better to investigate the functions and classes used to see if they are retarded or not.

How come no one every codes in

Game is good = (true)

Wouldn't the only ones that display be multiples of 30? Why not just print fizzbuzz for those?

yeah, saves typing time. asking it with the better models can also solve certain common issues

Can you write a guide on how to make a game like this? For beginners, of course.

I’m not a game dev but haven’t things like Unity and Unreal made it easier than ever?
Doubt many modern game devs out there could make their own engine from scratch. The fact they used to have to meant we got a lot more creative things in the past.

That has nothing to do with artistic sense or style. It's the same shit with scripting, coding, programming, and using engine/editor like Unity. You just gotta learn the software, library and tools first.

People who get into graphics programming aren't artists, anyway. They're not graphics designers. They're CS or Maths major.

If anything it's the other way around, graphics designers and artists often get filtered with graphics programming. Maybe get into 2D gamedev and learn tilemaps and tileset first. Drawing pixels isn't hard. Flip some assets, find old SNES games sprites that you like and play with it. Make your own Zelda game or Harvest Moon whatever.

tell an image-to-text AI to describe your image, then tell a text-to-video game AI to make a video game based on the description

yes anon but the average person is getting dumber faster than technology is making things easy for dummies

So, what's wrong with this? hard to maintain if you need to add more values?
Is something like this better?
bool flag = false
if (i%3==0):
{print('Fizz')
flag = true}
if (i%5==0):
{print('Buzz')
flag = true}
if (flag=false):
print(i)

software dev here programming is literally the easiest part of making a game if you cant get over that pack your bags

python

not real programming pajeet

can confirm as a self-taught programmer, music and artfag. programming is for normalfags

ask nortubel

I can't get hard unless it's Statically typed with GoF!

You are Jewish and/or Chinese.

I should make an energy drink called FizzBuzz

What is 15?

So there's no challenge and learning process to creating vidya now?

the second if is just an if, not an else if
15 would go through both if blocks and would print FizzBuzz in two steps.
The real problem is that numbers disivible by 3 but not by 5 would still get their numerical value printed.

1, 2, Fizz3, 4, Buzz, Fizz6, 7, 8, Fizz9, Buzz, 11, Fizz12, 13, 15, FizzBuzz

loading 3 libraries programmed by someone else doesn't make you a programmer, pajeet

15 cum cells in your throat

Probably a joke but just in case someone doesn't get why this doesn't work, it would print Fizz/Buzz on separate lines. Depends on the language of course but since your solution doesn't do anything else with new lines I have to assume this is how it would work:
1
2
Fizz
4
Buzz
Fizz
7
8
Fizz
Buzz
11
Fizz
13
14
Fizz
Buzz
16

No, unless you pay me lol. You have to learn Blender and some 3D engine like Godot or Unity. Then learn how to code a player controller and enemy AI. Make some 3D assets, add some particles here and some lights there and boom, videogame.

the main thing about programming is that the shorter the code, the better it is.

now that i said that, i challenge anyone to do the impossible and reduce this shit to only 1 line

You just have to spawm fotm shit and get lucky then you set for life.
And those games dont require compelx coding/art/or anything at all

Taking out the "and" keyword altogether

Forgetting that in Python you're always supposed to do If/Elif/Else and not If/If/Else

Holy fucking retard, way to fail FizzBuzz. Fuck off back to Anon Babble, scriptkiddie

Nobody codes seriously in brainfuck, anon.

The hard part is a) coming with a fun idea, and b) actually finishing developing your game.

That retard's code isn't printing "FizzBuzz" at all, it's literally just printing "Fizz" and "Buzz" separately, thus failing. How do you not realize that?

15 would go through both if blocks and would print FizzBuzz in two steps.

It wouldn't, because that's two separate print statements, so it would put
Fizz
Buzz
in a single loop iteration, which is wrong.

Look at your own pseudo-output
, 2, Fizz3, 4, Buzz, Fizz6, 7, 8, Fizz9, Buzz, 11, Fizz12, 13, 15, FizzBuzz

Why would it be '7, 8' instead of '78', since you randomly concatenated Fizz to Buzz as well? Nothing in the code distinguishes these two situations, yet you pretend the output would be different.

I’d say readability beat how short your code is.

you're assuming that there's an implicit newline appended for each print statement.
Wereas you could just print the newline (or any other separator) unconditionally at the end of the loop

Hard-coded logic. It feels clumsy.

You made it sound achievable. Here's some gold.

No assumptions necessary, it's Python, the behavior of print is known. You're also making an assumption that magically at the end of each loop iteration statement a newline would be printed. Do you even understand how stupid that idea is?

You are either trolling or have severe brain damage. Well-done, Ranjeesh!

AI is good for boilerplate code and debugging when you can't be bothered to find where you put the comma in the wrong place, give it something more complex and it starts running in circles while shitting itself. Besides, like one anon already mentioned, you need to be able to give it directions as well as test its output and confirm it's what you want

80% of programming is exterior problem solving, based on what the software is actually needed.
The AI model is alright at creating generics and placeholder structures, but it rarely outputs an actual solution.
Copilot now even spits out a ton of disclaimers like "eh this might be right or wrong, you figure it out."

I'm a backend web dev who only does CRUD all day every day. Sometimes I wonder actually how hard game dev is and whether I'd be able to manage it.

Reduce the solution of the FizzBuzz challenge to only 1 line

Pretty sure you could probably do that with Python's list comprehension, but that would look very gay and hard for someone not familiar with list comprehension to follow

string output = ''
if (i%3==0) output += Fizz
if (i%5==0) output += Buzz
if (output.length()==0) output += i
return output

Better?

You are a fucking retard anon

Apologies, gang, had to quickly kick the Faglyss cum-for-brains' stomachs while they were down screaming and crying about their gay furry game being less degenerate (and the impending doom of their master). What are we up to?

the shorter the code, the better it is.

void FizzBuzzOneLiner(uint32_t num)
{
printf((num%3!=0 && num%5!=0) ? "%dn" : "%sn", num%3 ? (num%5 ? num : (num%3 ? "Buzz" : "FizzBuzz")) : (num%5 ? "Fizz" : "FizzBuzz"));
}

this is fucking ugly though, also it's 11pm here and I'm not all that awake, so I'm sure there's some way to optimize it.

If you use an existing engine or framework, super easy. It's mostly hindered by retarded conventions masqueraded as features or standard options you need to toggle.

For readability, I could agree. Then after that it all comes down to what the code is actually doing.

brackets on new line

A woman or a darkie wrote this lmao

I'll die before accepting brackets on the same line of the method declaration.

It's a "realize my standard case state machine actually has faulty logic after implementing it with several classes" episode

I hate repeats.

Do you retards ever test your shit before pushing it?

Poo-smelling, curry-stained hands typed this post.

NTA, but I'm getting started with a similar type of low fidelity 3d game.
Just follow learnopengl.com, and when you get the feeling of "oh, I could use this to do X in my game" stop the tutorial, and go make it.
You'll probably do things wrong, and have to either start over or rewrite tons of work, but that's just the price of learning, and you'll be better off for it.
if you're like me, then you'll be getting that excited feeling of motivation from just brainstorming how you could make these systems work.
I'm not that far into it yet, and I'm already having a ton of fun. I pass the time at work just theorycrafting how the enemy variety, equipment, stat system, leveling system, world generation, quest systems, and NPCs could work.