gbdk-2020
entt
gbdk-2020 | entt | |
---|---|---|
24 | 79 | |
1,568 | 9,497 | |
1.9% | - | |
9.3 | 9.8 | |
1 day ago | about 14 hours ago | |
C | C++ | |
GNU General Public License v3.0 or later | MIT License |
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gbdk-2020
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GB Studio: Drag and drop retro game creator for GameBoy
If you want to program the Gameboy or Gameboy color with C or C++ the SDCC compiler is typically used: https://sdcc.sourceforge.net/ There's a ton of good info and dev tools here: https://github.com/gbdk-2020/gbdk-2020
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Game Boy Competition 2023
This is a game jam where you make a Game Boy game in three months. If you don't know a lot of programming you can use GB Studio, you can learn the nitty gritty of how the Game Boy works by using assembly programming with RGBDS, or you can use C with GBDK or ZGB.
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any resources for expanding on ECS?
I was messing around with GBDK just last night, so I'm in no position to poke fun at you ;)
- Call of Duty: Retro Warfare
- What personal projects can you do with C++?
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Yo people I'm working on a GB Homebrew game in C and need some help running 2 loops at once I'll go into detail in the body
There is a c library for this. https://github.com/gbdk-2020/gbdk-2020
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I released a new game compatible with Game Boy Color!
If you have some programming experience, you can make your game using languages like C and assembly. However, you don’t need to know how to code to start making your own game. There’s a free and open source game creator named GB Studio, that allows you to create your own title using a drag and drop tool. In this case, I decided to use C with the GBDK 2020 library for my project, as it gave me adequate flexibility without the need to dive into a low-level language like assembly to do so. You can read this guide to choose which tool suits you best.
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Gameboy Homebrew Tutorial for Space Invaders
Last year i got started making Gameboy homebrew games. As a way to better learn the process, i decided to try re-making some classic games. In addition, i would post a tutorial. They say "In learning you teach, and in teaching you learn". This rings true for me, as in writing these tutorials it forces me to really analyze what aspects of game development i understand and what aspects i do not. Most recently i remade Space Invaders using GBDK-2020 and C. All source code and assets are available for free on GitHub.
- What programming languages were commonly used for games made in the 80's, 90's, and 2000's?
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Not your usual content on this sub, but I finally got all of my own homebrews on custom carts!
To fix this, some very recent communities are working on updated versions of the library without these issues: GBDK-N and GBDK 2020. I've personally moved on to the latter, but any tutorials for the original GBDK are still valid, such as the rudimentary ones on the GBDK wiki, or most notably Gaming Monsters' Youtube chanel (which sadly didn't exist when I got into GB development lol).
entt
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Using Jolt with flecs & Dear ImGui: Game Physics Introspection
EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics.
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Focus: A simple and fast text editor written in Jai
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code.
Some walkthrough:
Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure
Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do this. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics.
Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion
Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators.
The rest of the code is just some basic test code that runs the thing.
- Crash Course: entity component system
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Introducing Ecsact
Since we wanted a common game simulation that would be on both the server and the client we looked into a few libraries that would fit our ECS needs. It was decided we were going to write this common part of our game in C++, but rust was considered. C++ was a familiar language for us so naturally EnTT and flecs came up right away. I had used EnTT before, writing some small demo projects, so our choice was made based on familiarity. In order to integrate with Unity we created a small C interface to communicate between our simulation code and Unity’s C#. Here’s close to what it looked like. I removed some parts for brevity sake.
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Sharing Saturday #472
Are you sure you don't want to use a C++ package manager? Libtcod is on Vcpkg and with that setup you could add the fmt library or EnTT. fmt fixes C++'s string handling and EnTT fixes everything wrong with the entities of the previous tutorials.
- Where can I find the juiciest, most complex and modern c++ code?
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What are the limits of blueprints?
There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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any resources for expanding on ECS?
For a modern engine you’re probably best looking at Unity’s DOTS. You may also want to check out some of the different open source ECS libraries such as flecs and EnTT are two popular ones for C++, but there’s lots of them. Largely you’ll see lots of different approaches taken, all with their own pros and cons. Not all of them will be performant (some focus more on the design benefits) while others will be optimised for certain use cases. What you should prioritise will depend on your specific needs.
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DynaMix 2.0.0 Released
You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt)
- Flecs – A fast entity component system for C and C++
What are some alternatives?
gb-studio - A quick and easy to use drag and drop retro game creator for your favourite handheld video game system
flecs - A fast entity component system (ECS) for C & C++
ZGB - Game Boy / Color engine with lots of features
Hazel - Hazel Engine
gbdk-go - Experimental Go binding for GBDK(GameBoy Development Kit). You can develop GameBoy software using Go!
raylib - A simple and easy-to-use library to enjoy videogames programming
gbdk-n - gbdk libraries updated for newer versions of sdcc
flecs-lua - Lua script host for flecs
awesome-gbdev - A curated list of Game Boy development resources such as tools, docs, emulators, related projects and open-source ROMs.
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
GameBoyPngConverter - A utility, written in .net core, for converting 4 color .png images to C files for use in the GameBoy Developer Kit (GBDK)
UnrealCLR - Unreal Engine .NET 6 integration