Pierre Vigier

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Pierre Vigier

Pierre Vigier

@PierreVigier

Working on Vagabond: a 2D sandbox #RPG with procedurally generated living worlds. Get it on Steam: https://t.co/QbDpgfVTQU…

France Entrou em Ocak 2013
61 Seguindo479 Seguidores
A.J.
A.J.@SrgntStache·
@PierreVigier any plans for vagabond to be on mobile in the future? Excited to check it out on PC but was just curious
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Artur
Artur@ArturSmiarowski·
@Haezurath Could you fix the printer then?
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Kacie Ahmed
Kacie Ahmed@Haezurath·
Programmers don’t repair computers Programmers don’t repair computers Programmers don’t repair computers Programmers don’t repair computers Programmers don’t repair computers
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Pierre Vigier
Pierre Vigier@PierreVigier·
@ByteArcane @ArturSmiarowski Yes, if you use sized integer types in all your game code, you would have to static cast only when using an external library. But as you mentioned, all the dirty details are hidden behind a nice API. Btw, glad to see fellow developers with the same issues as mine!
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Artur
Artur@ArturSmiarowski·
To solve a common problem like serialization and input management in my own game engine, I first looked for a library that does it I integrate libraries with my engine if I don't have to do it directly with my game Details in the thread below ⤵️ #indiedev #gamedev #programming
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Pierre Vigier
Pierre Vigier@PierreVigier·
@ArturSmiarowski long long is 64 bits on all platforms but long is 32 bits on Win64 and 64 bits on Unix. 🙃 But I totally agree, having the control on data IO is crucial for large worlds. ECS works well with serialization. I also observed with my current game that it's also great for netcode.
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Artur
Artur@ArturSmiarowski·
@PierreVigier size_t is used in std::vectors, usually casting to int is fine due to size tho. I'm pretty sure I also have long long somewhere, but not sure how it acts under the hood.
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Pierre Vigier
Pierre Vigier@PierreVigier·
@ArturSmiarowski Hm, if you are using fixed width types, there is no issue. Even the standard int type is 32bits on both x86 and x64. I only see an issue with size_t and ptrdiff_t but I wouldn't serialize these types. I also use a simple struct reflection system, very useful!
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Artur
Artur@ArturSmiarowski·
@PierreVigier It would, but binary would be incompatible between x32 and x64 architectures and I didn't want to have that problem.
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Pierre Vigier
Pierre Vigier@PierreVigier·
@ArturSmiarowski I think it could be even faster and the saves would be smaller if you serialize directly to binary.
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Artur
Artur@ArturSmiarowski·
9) Since I already had over 60 components by that time, it took me a few days to completely rewrite this solution. I wrote a custom string-combining solution for this, and I've implemented multithreading to use all cores for this job.
Artur tweet media
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Pierre Vigier
Pierre Vigier@PierreVigier·
@GSabiniok Even in 2D, it's definitely complicated. I think the way to make procgen quests interesting is that they can change/evolve the world, which is more difficult in a handcrafted world. But I'm not there yet. 😅
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Berih
Berih@GSabiniok·
@PierreVigier wow, I'd like the idea a lot. I wanted to make sth like this but in 3d by myself but it sounds too complicated. And thought that procedurally generated quests would be too boring. I hope that your project will go well
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Pierre Vigier
Pierre Vigier@PierreVigier·
I will be giving a talk at #RoguelikeCelebration at 13:00 PT on Room Generation using Constraint Satisfaction! Very excited to be there! 🙂
GIF
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