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Spent another hour on the I/O system I did recently.
With C++ hot-reload, it's *amazing* how fast I can add new events and actions, and tie them up in the editor.
I can go in, add a new event to a static array, trigger that in code, and almost instantly use it in the editor.
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About a month ago I mentioned the "time to first present" in my engine being 50ms from process start, and that there aren't any dynamic initializers that run before main().
The question came up how to inspect the initializers, so here's me following up with code:
#cpp
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Knowing that this might be the last DOOM done by id Software, running on idTech, just hits different.
Seeing the original DOOM run smoothly on a 386 was what made me want to work in the games industry.
A *highly* profitable company killed that and decades of knowledge and tech.
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About a month ago I mentioned the "time to first present" in my engine being 50ms from process start, and that there aren't any dynamic initializers that run before main().
The question came up how to inspect the initializers, so here's me…
Knowing that this might be the last DOOM done by id Software, running on idTech, just hits different.
Seeing the original DOOM run smoothly on a 386 was what made me want to work in the games industry.
A *highly* profitable company killed…
RE: https://mastodon.gamedev.place/@liveplusplus/116884425476952979
Most of the work went into reconstructing the dynamic initializers by cross-referencing COFF groups in the PDB with sections in the object file.
Extra shout out to Alexand…
I think the next 2-3 years might be the best for indie developers.
As big corporations work more towards killing the AAA industry and pivoting to UE6, more and more games will begin to look the same and have similar AI-generated content.
Y…
"One billion players per day."
This industry is so fucked.
Storing undecorated names for private/local/static symbols inside PDBs was a stupid, stupid, stupid idea.
Mangled names would be smaller and unambiguous. On top of that, they're already there in the object files.
Why do I work on a game?
I currently spend most of my programming day reading and writing assembly code, which can fatigue my brain pretty fast.
Compared to that, working on a game seems... easy and relaxing?
If you also grew up with The Last Ninja on C64 like me, do yourself a favour and grab Matt Gray's latest Reformation 5 release.
The Inner Sanctum is bloody *perfect* (wait for the drop at 2:14):
https://mattgray1.bandcamp.com/track/the-inn…
The editor will only show you events eligible for the type of selected object, and possible actions depending on the target name.
Everything can be edited in real-time.
Deliberately not showing the game yet - give me some more time.
Spent another hour on the I/O system I did recently.
With C++ hot-reload, it's *amazing* how fast I can add new events and actions, and tie them up in the editor.
I can go in, add a new event to a static array, trigger that in code, and al…
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