Devlog #19 - Raylib Test 2 Completed 11-17-2024


Alright guys, we have a Windows .EXE, that’s it for Test 2. One ZIP file with a few test programs for Windows and Linux. Test 2A is realtime, 2B is turnbased. It’s boring, no gameplay to speak of, but if you want to try it out quick and let me know if it works for you or not, thanks!

  • Ported our RayGUI tests from Odin
  • TTS integration
  • Turnbased gunplay prereqs
  • Stress tests
  • Multiplatform build scripts

Stress tests all passed. Skeletal animation is the main bottleneck and there’s lots of room for optimization. Even unoptimized we can have 20+ characters all on screen running 60 fps animations. It might already be better than Godot, lmao - but I haven’t done a fair comparison using the same models and equivalent shaders, physics, AI, etc. That’ll be an interesting benchmark…

I thought Zig might be a nice low-effort solution for cross-compiling Linux and Windows builds. I can’t quite get it to work, though, and I’ve noticed other problems, like the TTS crashing when compiled with Zig. Also, I realized it’s just Clang built into the Zig compiler along with various essential libraries for major platforms. Nice idea but that alone isn’t enough reason to use it. Coding in Zig drives me crazy too, even if it’s just a build script. So I went with good old MinGW-W64 for Windows builds and I made my own stripped-down makefiles for Raylib and the game.

Next

I want to put out a turnbased tactics demo soon. I’ll upload it on the Synthnostate: Crusaders page. I just need to port more of the GUI from V2, then it’s a simple matter of finishing and polishing.

For the vampire sim I need to do more tests and decide how to handle level loading and transitions, scripting, in-game editing, bone attachments for weapons/hair/hats/etc, PBR shaders and materials. Hopefully I’ll get through that quickly so I can get back to artwork and get more PBR textured models into the vampire sim so it looks good - that was half the reason for making it, lol.

I’m doing a little writing and artwork. Gotta stay in practice even if it takes time away from coding.

Behind the scenes, I’m gonna incorporate everything into one engine - one .EXE with all the code for both games. I think it’ll be easier to maintain. They’re all the same except for a few components like the player/camera controller. I can always separate them again if they interfere too much.

Devlogs & Streams

Regularly scheduled morning devstreams will resume in January, hopefully.

Weekly devlogs are too much work - I’ll just post about once a month or when I upload something new.

Files

synthnostate-raylib-test-2.zip 11 MB
6 days ago

Get Synthnostate: Sanguinity DEMO

Leave a comment

Log in with itch.io to leave a comment.