Olex (Solo gamedev Diablo-like) 🇺🇦🇺🇸
@OlexGameDev
Game dev making a Diablo-like. Live stream on https://www.youtube.com/@olexgamedev
A new devlog: "One Year of Game Development Without a Game Engine: Destructible Physics"
Today I was converting my project to use C++20 modules so that it compiles faster. At 25% conversion, the project compiles 50% slower. Numbers on my machine: Before: 20 seconds After: 30 seconds Should I have faith that at 100% conversion the build times will magically improve…
My first time using a compiler intrinsic to get a faster more precise time measurements, by switching from QueryPerformanceCounter to __rdtsc. Proved in disassembly.

"How do I know that my most complicated lambda is character player's logic?"

Hmm, perhaps today on my YouTube live stream I'll make a quick profiler that measures how much time is spent in each system/query in my Entity Component System.
One mob shouts "Stop killing your games, dev! Make it the way we wish it!" Payment processors: "Hold our beer."
Never giving up on graphics IDEs. Helpful tooltips are too useful for my work.

Async loading textures for my Vulkan game, so it starts faster and wastes less of my time while I work on it. (4 sec -> 2.5 sec in debug builds).
600 hours in my own Steam playtest as I work on it.

I wrote my own Entity Component System for my game and now just enjoying analyzing entity table sizes, and how many of them are barely have any data. (My ECS is blazing fast, btw, in comparison to a few open source options I've tried.)