Completely Cooked Games is a video series about rapid prototyping video game development. The games from that series are uploaded to completelycookedgames.itch.io/.
ahaha yeah i made a 3d ragdoll physics game with c++ with infinite procedural music in a 300kb zip i need to mention the ahaha part again so it's proper. dude no one is ever going to see my message because i'm on yt bad list
I haven't used Bevy, it looks interesting. Data-oriented might secretly be the best of all worlds but I haven't tried anything ambitious enough to test out that pattern. As for Rust, it's super promising and I like its reasoning and some applications written in it, but I've used C++ for the compatibility with devkits - I might homebrew this thing or port it to console if I can drum up any interest.
Whaat, noo! You 100% should make your own 3D game engine. Yes, 3D graphics APIs are laberynthian, making a UI framework alone will nearly kill you, implementing physics will break your mind, and you will go insane, but you will likely increase your industry value *exponentially*. MONEY, PEOPLE. MAKE ENGINES, GET YOUR BAG.
Yeah, I'd do it again given the choice. In part two, when I get around to that, I'll be speaking about the process a lot more positively. I think it took until year two to start paying off.
The very beginning? Just a little something I wrote myself - I write my own backing music. If you're looking for Tower of Fire though, that's in the description.
If you're looking for ToF music, I added a link to the description just now, other music in the video is just music I rescued from some of my unreleased games.
Very neat. I'd like to see a deeper dive into the coding side, but I can understand if it wouldn't work for your channel. I'm trying to complete a game with an engine I wrote and my biggest hassles have been not considering floating point inaccuracies (which led to lots of collision and frustum culling problems) and modifying an old 2D engine to make the 2.5d map editor... I just sort of kept adding to it and it's now it's a cumbersome mess.
That's how you know you're doing it properly! If it's not a mess, you're not making a game. As for discussing code in-vid, I'm a bit stuck for time - once I'm through with the demo release, I'll make the source available in some form.
Pretty good video actually. I usually speed up most videos I watch (unless I'm watching purely for entertainment), but this time I watched it at normal speed.
For this, I followed a lot of the tutorials at opengl-tutorial.org. As for knowing about how to write shaders and how to manipulate geometry - just a bunch of trial and error for years in engines better than mine. I think using Godot or Unity and writing procedural mesh stuff and using their shader languages is a good way to learn.
I love Godot! Initially I did a prototype using Godot - it worked well enough, but I had a very tile-map based idea and found that I was asking Godot to transform data and geometry in ways that would work better threaded directly into the engine. It probably would have worked well in Godot, some things would be harder, some easier, but once I got the prototype working on my own engine, it felt like I had the momentum to keep building. I had no idea just how far I still had to go. Time again I'd probably still go custom.