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Cakez Dev
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Добавлен 8 фев 2023
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How To Financially Support your FIRST Indie Game
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Twitch ➤ www.twitch.tv/cakez77
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Gaming ► www.youtube.com/@CakezTV
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My Game *Tangy Defense*
store.steampowered.com/app/2245620/Cakez_TD
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Hey! And welcome. I'm an indie game developer, currently working on a Tower Defense Game written entirely in C/C++, I tried using Unity or Unreal Engin...
Twitch ➤ www.twitch.tv/cakez77
Twitter ➤ Cakez77
Patreon ➤ www.patreon.com/Cakez77
Discord ➤ discord.gg/jVSX7YmEHj
TokTok ➤ www.tiktok.com/@cakez_77
Main Channel ► ruclips.net/user/cakez77
Gaming ► www.youtube.com/@CakezTV
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My Game *Tangy Defense*
store.steampowered.com/app/2245620/Cakez_TD
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Hey! And welcome. I'm an indie game developer, currently working on a Tower Defense Game written entirely in C/C++, I tried using Unity or Unreal Engin...
Просмотров: 48
Видео
I DON'T Know What to Think About This...
Просмотров 802 часа назад
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Why RAM Usage is Always So High
Просмотров 2104 часа назад
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Best Place to Learn OpenGL
Просмотров 3277 часов назад
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Why OpenGL
Просмотров 1,4 тыс.9 часов назад
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Is Steam as Publisher Enough?
Просмотров 17112 часов назад
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C++ OpenGL Game | Fixing Mage (Tangy Defense 02/10)
Просмотров 1,1 тыс.14 часов назад
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C++ OpenGL Game | Projectile Scaling (Tangy Defense 01/10)
Просмотров 92516 часов назад
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Why I Don't Recommend Vulkan for 2D C++ Games
Просмотров 79819 часов назад
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Why I Use C++ to Make Games
Просмотров 7 тыс.21 час назад
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95% of Game Devs DON'T Get Here!
Просмотров 470День назад
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C++ OpenGL Game | Excel Balancing (Tangy Defense 25/09)
Просмотров 701День назад
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C++ OpenGL Game | Game Balancing (Tangy Defense 24/09)
Просмотров 720День назад
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Quick Guide on Excel Balancing | Cakez Rants
Просмотров 1,1 тыс.День назад
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This Game Did Marketing RIGHT! | Cakez Rants
Просмотров 1,3 тыс.14 дней назад
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Exploring to Learn Game Dev, it's FUN
Просмотров 15914 дней назад
Exploring to Learn Game Dev, it's FUN
C++ OpenGL Game | Metaprogression UI (Tangy Defense 23/09)
Просмотров 93714 дней назад
C OpenGL Game | Metaprogression UI (Tangy Defense 23/09)
C++ OpenGL Game | Metaprogression (Tangy Defense 20/09)
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C OpenGL Game | Metaprogression (Tangy Defense 20/09)
C++ OpenGL Game | Starting Rounds Early (Tangy Defense 19/09)
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C OpenGL Game | Starting Rounds Early (Tangy Defense 19/09)
C++ OpenGL Game | Tick Based Buff System (Tangy Defense 17/09)
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C OpenGL Game | Tick Based Buff System (Tangy Defense 17/09)
C++ OpenGL Game | Tick Based Spawn System (Tangy Defense 16/09)
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C OpenGL Game | Tick Based Spawn System (Tangy Defense 16/09)
C++ OpenGL Game | Interpolated Rendering (Tangy Defense 16/09)
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C OpenGL Game | Fixed Timestep (Tangy Defense 12/09)
I Uncovered The Bloons TD 6 Spawn System
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I Uncovered The Bloons TD 6 Spawn System
C++ OpenGL Game | Gameplay #2 (Tangy Defense 10/09)
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C++ OpenGL Game | Gameplay #1 (Tangy Defense 09/09)
Просмотров 72828 дней назад
C OpenGL Game | Gameplay #1 (Tangy Defense 09/09)
Pretty good advice there, gotta work on demos to see the public reception.
I have used many engines in my time. UE4 i love for 3d games, Godot i love for 2D games, Unity i wouldn't touch again for all the tea in china. I used Unity way back and hated it and with all the bullshit they tried to pull, they should have been completely shunned by the game dev community. That being said, I'm using Godot for a new project and where there are some frustrations, I think I'm 1000 times further ahead than if i created my own foundation from scratch in c++ or c#. A lot of the times i am having issues and trying to write convoluted workarounds to some of the issues i have with Godot, i find out that the real issue was my knowledge of the game engine and that there was a built in solution, it just wasn't intuitive to *ME* to figure it out on my own. For 2D games and for anyone starting out, I 100% suggest learning and using Godot over learning c++/c# and starting from scratch. Get your feet wet in the world of developing a game in an engine before you decide to make your own.
Gothic 1 and the whole pronounciation of all the words, he is german I knew it. Also im in the same limbo you were.
True my brother I'm German Ja
I have tried a lot of game engines, none of them felt confortable for me, either because bugs, bad workflow, slow loading times. C++ is my way to go. I'm working on my own game library while I make small games.
Good stuff bro, hope you get there and finish a game
LOL WHAT?
Depends on your scope and game. Certain games, even one's capable of being developed by solo developers, cannot be engineered in existing engines or even OpenGL. Think outside of the box buddy.
Ty
I've been learning odin and opengl together. It's taken me like 3 weeks to get a hold of it (2D only). I'm trying to move my game from godot to odin and raylib had issues rendering polygons the way I wanted to. Opengl with bindless textures and buffering tricks let's me do what I need fairly easily. It's been great but it's a mountain to climb for sure. Input handling, audio, editor goodies, fonts, text input, etc. are all just non existent so you gotta be ready for a marathon, not a 6 month zero to steam sprint.
I made my own compiler that could uses libraries written in C to make game in my programming language did what you enjoy to the next level
Unreal Engine: Heavy, Heavy, Heavy, storage, ram, gpu, cpu, and coding. Unity: Heavy, but friendly coding, but the loading times, ufffff, thanks to that, I watched all HarryPotter movies :D Godot: Lightweight but, bugs, tons of bugs (I've been using godot for 7 years), the last releases fix tons of bugs. Own Engine: Fun everywhere, but for the first game experience, tons of hrs.
Im rewriting my game engine in C++, never been a big fan of unity. Godot is not too bad but I like the lower level stuff and control making your own engine gives you..
bro has my instant like and subscribe
If you wanna try something like Godot with less bugs, you may like to try Blazium (a Godot fork) once it's out.
Interesting point. Never though about that, I always play games with other apps open, including Chrome. My 16gb of RAM can handle it, but I can imagine other players with less RAM would complain about it.
The Unity workflow is really dumb. Unreal is really nice, but like you say it takes a computer from the future to load quickly. Godot partners have crazy licensing for game consoles and is very GDScript centric. Yes you can use other language, but the support is poor. I don't use the big 3 game engines. I have my own game engine, but I use GDevelop JSON for the actual game code.
Skill issue. After the intitial boilerplate, Vulkan can be as verbose as you want it to be. Heck, with dynamic rendering you can even have it pretty much be like OpenGL. I recomed the Blog post by Elias Daler: How I learned Vulkan and wrote a small game engine with it. You issue was not with Vulkan, but your lack of proper abstractions, mainly becaue of your lack of experience. As far as I know, you are still working on your first real game. Vulkan has 3 advantages over OpenGL: It has better error detection, better driver support and doesn't rely on a global state machine. The price is the upfront cost of creating the swapchain, device, etc. However, you already did all this, so
Where is the rest of the video? I am learning Godot now, and wondering now if it's the right fit for me.
it's like he said: as long as it is fun to you, stick with it. If you're not having trouble with Godot and it it supports what you want to do, why not keep using it. If the engine starts getting in the way, find something else. I don't think there is much point in prematurely second-guessing yourself based on other people's opinions
Really well said bro, exactly
who ever said the reason why godot doesnt have a good build in physics engine because it is open source needs to wash their brains. jolt physics is licensed under MIT and guess what godot is licensed under you guessed it MIT so there NO reason why jolt is not default.
I agree with Cakez here under the assumption that it is a small new indie dev we are talking about. Obviously the focus shouldnt be on the most advanced API, but rather on how to make a compelling game. Usually "first" games have small graphical scopes anyway. But I do think it is worth investing into low level APIs like Vulkan/ DX12 fairly quickly. Just know that going low level means a LOT has to be done differently, thats why to this day even established studios sometimes ship with DX11
Spitting facts
I started to like Unreal when I give up being a control freak, it just need to be good enough and I move on, finally making progress with my first game with this mentally.
Awesome bro
I am the exact same way. I tried UE, Unity GM, GD ... just not for me. I have had way more fun using my own tech =)
Yup and that is fine
Do you know any good youtube tutorials that teach how to make a game using C++ and OpenGl?
Yes the cherno is a great youtuber but also It is best to read the documentation on learnopengl and try to experiment and build stuff on your own that is the best way to learn. Just work on a project like learning to draw a simple rectangle, triangle, cubes, learning how to rotate certain shapes on screen etc and that is how you will learn. Just learn by doing
@@mrgamer-lu1im I don't want to draw basic primitives. I want to make a game like cakez in C++ and OpenGL. Kindly inform me if you know any resources.
@@pankaj2058 Cakez literally has a tutorial series on this very topic called "Celeste Clone".
You don't need tutorials. They are a beginner trap. Learn C++, then learn the basics of OpenGL(the site that Cakez shows in the video), then just start working. If you rely on tutorials, you will just end up in tutorial hell and won't be able to adapt to problems.
If speed is an argument than why don't you just use Godot or Raylib?
Godot is already an engine and Raylib has too many abstractions to build a full engine imo
Speed is an argument inside of "making your own engine" context. And as he pointed out in other videos, the abstractions that come with other technologies did impact him negatively. In the end, personal taste also plays a part.
Why not Raylib/SDL then?
Raylib has too many abstractions to make a full engine imo, SDL can be paired with OpenGL but GLFW is simply more widespread
People should stop parroting the idea that you can fix the engine yourself like it's supposed to be a selling point. It's not. First, most users are beginners, and second, even the vast majority of seasoned devs don't want to fix the engine because it requires a huge investment of time and effort in getting acquainted with the ins and outs of the engine's codebase, the coding conventions, how the engine works, etc. And then you also have to go through the process of pull-requests, which may take a long time and not even be accepted. There's very little overlap between the people who want to contribute to the engine and the people who want to use the engine. Being able to fix the engine yourself is not a selling point for 99% of the users. I personally only looked through Godot's codebase to learn how to do some things that used to be badly documented, and this is only because the Godot Editor itself is made in the Godot Engine, so you can learn how some UI stuff was done by snooping in there. If the editor was a separate program, I probably wouldn't have dived into the codebase, ever.
Yes. The answer to the title is "yes". But remember that if the overall budget (and thus, expected revenue) of your game crosses a certain threshold, you have to be responsible enough to contact relecant freelancers/agencies and (manage them as they) do the job publishers would do - marketing, localization, porting to different systems, etc.
Do you know any good tutorial on youtube that teaches how to create game in c++ and opengl ?
where can we find source code for your game ?
Godots runs on Vulkan in the default settings.
I use libGDX because I like the way it works. Actually someone told me to abandon it and use Godot instead. Now I know I did well ignoring it.
gothic 1 mentioned
Greatest game of all time ❤
Great advice pirate sof- I mean cakez dev
I'm coming from godot and I've been learning opengl using odin lang and I think for 2D specifically it makes more sense to do opengl than vulkan 100%. I'm still debating if all the godot quality of life things are worth trading for the freedom and speed you can get with odin. I'm doing a very specific thing that requires more freedom than I get with godot but since it's 2D vulkan seems like overkill. It's also cool learning low level programming and memory management.
yeah F the engines i wanna make my shit myself
I disagree. Both layout and barriers can (and in complex scenarios have to) be ignored (full mem read/write + general) without sacrificing perfomance (unless very special cases). Vulkan itself is just way easier (when already setup). But i am very biased, and probably do not remember how hard was it to setup vulkan. In my current setup, adding bloom is literally like 20 c++ lines + shader and its no extra overhead
Is that the Bloons Tower Defence map in the beginning
Yeah, I use it for recognizability
what's wrong with SDL2?
i personally don't see anything wrong with sdl2, raylib, sfml, etc. i just think it's more fun to write my own engine, and i want to prioritize having fun
@ you’re right
SDL is good. You can even use write your own OpenGL or Vulkan renderer on top of it and just use it as a platform layer essentially. This is how Valve and most big game companies use it. SDL2's built in renderer is very simplistic and 2D only but fine for small games. SDL3 has a more fully featured renderer with support for 3D and shaders.
@@weirddan455 Yes that's my point but I guess people like to experience building these libraries for themselves which I can relate to 😄
I think the choice of Graphics API is a matter of skill. If you know what you're doing, you should go for Vulkan or DX12, because its gonna perform better and also save battery life on mobile devices. However you need to do more complex stuff, like preparing pipelines and setting barriers and stuff manually, its a LOT more work. Honestly tho OpenGL is on its death bed and maybe its smarter to copy paste stuff from Godot and Bevy but idk...
I made games in Unity for about two years and while i loved make games, i was not sure about why i wasn't liking work in something i love. When i tried Unreal and specially VR. I totally got in love. I really relate with your feelings. It's the most important thing to find somewhere you enjoy the workflow
this video got me smiling bro, it inspired me to actually resume a long pending project of mine. Please upkeep this charm and positivity of yours always
That is awesome to hear bro, I wish you the best of luck ❤
great dude
I have no idea why I'm here, but I'm glad that I am
Damn. Looks awesome!
Meincraft?
Great video! You should try Machinations though, it's offers so much for game balance and simulation.
cozy games 😴 looks well made too bad they those a boring af genre for their game
I have no idea how you would make a game in rust.
lol
3:20 I'm pretty sure you can gift games from any country actually. I received games from people far outside of the EU or US and it was never a problem. The reason why people consider regional pricing a scam has everything to do with how a game in _GERMANY_ really doesn't need to be worth this full 5 euros when in an objective way the cost involved to have a digital key available does not represent a value of 5 euros. It's the same as buying a plastic bottle, which at some point probably was made for less than 10 cents, yet in filled condition will be sold for up to like 3 or 4 euros. The "true cost" is never what you pay for it. And with digital keys, this is even more true. That key itself is really just a sequence of numbers generated. It's not a tangible product in a traditional way. *However* , people can't make games for free. A developer needs food etc. too. Obviously that's why the pricing ultimately does make sense and we can not expect everything to be for free.
I love games with good music and sound effects