gbdk-2020
flecs
gbdk-2020 | flecs | |
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24 | 48 | |
1,568 | 5,530 | |
1.9% | - | |
9.3 | 9.6 | |
1 day ago | 6 days 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).
flecs
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Databases are the endgame for data-oriented design
Flecs does just that: https://ajmmertens.medium.com/why-it-is-time-to-start-thinking-of-games-as-databases-e7971da33ac3
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What's your way to create an ECS?
I'm trying to optimize my workflow as much as possible, and came across this thing called an ECS. After doing a little bit more digging I found some decent guides on how you would make one, I also found one premade called FLECS. FLECS is nice and all, but I was looking for something more simple that just has the bare bones of what I need and is also configurable. I haven't been able to really find anything like that, so I was wondering if anyone had an example of maybe their way of implementing an ECS. I know how to go about it, but I'm unsure of exactly what the code would look like.
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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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Prolog for future AI
Repository: https://github.com/SanderMertens/flecs
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An in-game query engine heavily inspired by prolog
This is the project: https://github.com/SanderMertens/flecs (query engine implementation lives here: https://github.com/SanderMertens/flecs/tree/master/src/addons/rules)
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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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What's the hot tech stack these days?
If I knew C++ and I'd heard about it before I started my current project, I would have been tempted to use this https://github.com/SanderMertens/flecs which can be built to WASM. Of course you still need JavaScript in the front end to link to the WASM part. I've recently been using esbuild to bundle my front end code, which does a pretty similar job to webpack, but is a bit faster.
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Bevy and WebGPU
When do think bevy will support entity-entity relationships ? https://github.com/bevyengine/bevy/issues/3742.
Flecs ECS already supports this: https://github.com/SanderMertens/flecs/blob/master/docs/Rela...
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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.
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
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
ZGB - Game Boy / Color engine with lots of features
JUCE - JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins.
gbdk-go - Experimental Go binding for GBDK(GameBoy Development Kit). You can develop GameBoy software using Go!
Boost - Super-project for modularized Boost
gbdk-n - gbdk libraries updated for newer versions of sdcc
SDL - DEPRECATED: Official development moved to GitHub
awesome-gbdev - A curated list of Game Boy development resources such as tools, docs, emulators, related projects and open-source ROMs.
Folly - An open-source C++ library developed and used at Facebook.
GameBoyPngConverter - A utility, written in .net core, for converting 4 color .png images to C files for use in the GameBoy Developer Kit (GBDK)
Seastar - High performance server-side application framework