Hey, thanks for sharing it. How would you create a game project out of this? Will the editor create a separate sln or you should create sln yourself and link against Engine as external dependency, etc? (I assume it will be in next episode?)
It really depends on the engine details. I'll show how I do that in the future (but there is a long road to go until that point yet), but explaining to you in advance: in my case, my engines are typically scriptable in Python, meaning that I don't need to worry about compiling anything for the Game Projects. So each game you create is simply a folder (or a single file) with the necessary data inside. That can be done by the engine's Editor code directly. If you're making an engine that requires code compilation, then yes, it will probably require creating a new sln. What I would to in this case is to manually create a "template sln" (or just a project, Afaik it will work too) that have everything you need and links the engine lib in order to compile, and ship this "template" with the engine, so I would be able to simply copy and paste it when the user creates a new project. That's probably not the most elegant way of doing it, but it's by far the easiest.
12:36 not 100% true. "pragma once" is translated by the compiler to a unique identifier based on the file's path (not only name). If you maintain proper directory structure, it should work correctly. In my opinion, it should use a GUID for generation, but since it's not a C++ standard and only a compiler feature, its implementation might vary between compilers like VS, Clang, or GCC.
It's important to remember that while it's possible, it's not appropriate to use gcc on windows, since microsoft provides it own toolset to compile to this platform, via MSVC. I would not recommend you to use gcc for windows compilation.
Yeah, this channel is in English ao it can reach worldwide and the other one in Portuguese. Unfortunately the content of the channels are not exactly the same tho.
@@GuilhermeTeres é porque existe pouco conteúdo desse tipo em português. Sabendo que tu criasse uma engine. Seria bom ter uma serie de vídeo em português por um brasileiro que fez uma engine própria.
xD People always notice and mention that. It turns out that, at least for my specific use case, dark mode hurts my eyes much more. Not sure if I have some sort of hyper sensibility to light or contrast, but if I focus my view on a dark environment that still emits light, I get a serious migraine and blurry vision in about half a day. So light theme + keeping all the lights of the room I'm at turned on all the time completely fixes that for me. So it's good.
this is a good tutorial, ty ty
Thank you thank you thank you thank you thank you thank you thank you thank you thank you ❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
Let's go!!!!!!!!!!
You're welcome
ai sim gui , bora embarcar nessa
🫡
i always wanted to make a game engine thank you for this.
Nice!
Hey, thanks for sharing it. How would you create a game project out of this? Will the editor create a separate sln or you should create sln yourself and link against Engine as external dependency, etc? (I assume it will be in next episode?)
It really depends on the engine details. I'll show how I do that in the future (but there is a long road to go until that point yet), but explaining to you in advance: in my case, my engines are typically scriptable in Python, meaning that I don't need to worry about compiling anything for the Game Projects. So each game you create is simply a folder (or a single file) with the necessary data inside. That can be done by the engine's Editor code directly. If you're making an engine that requires code compilation, then yes, it will probably require creating a new sln. What I would to in this case is to manually create a "template sln" (or just a project, Afaik it will work too) that have everything you need and links the engine lib in order to compile, and ship this "template" with the engine, so I would be able to simply copy and paste it when the user creates a new project. That's probably not the most elegant way of doing it, but it's by far the easiest.
12:36 not 100% true. "pragma once" is translated by the compiler to a unique identifier based on the file's path (not only name). If you maintain proper directory structure, it should work correctly. In my opinion, it should use a GUID for generation, but since it's not a C++ standard and only a compiler feature, its implementation might vary between compilers like VS, Clang, or GCC.
Interesting, thanks for sharing that!
eu uso o vs code e compilo o c++ com gcc
It's important to remember that while it's possible, it's not appropriate to use gcc on windows, since microsoft provides it own toolset to compile to this platform, via MSVC. I would not recommend you to use gcc for windows compilation.
ELLO can you make the scripting words colors more like colorful so i can understand it more :)) and use it
You meant my visual studio theme?
Please, make this in Brazilian portuguese!
Thanksfully, because he decided to speak english, as a french developer, I can follow this video too.
This channel is English only
Yeah, this channel is in English ao it can reach worldwide and the other one in Portuguese. Unfortunately the content of the channels are not exactly the same tho.
@@GuilhermeTeres é porque existe pouco conteúdo desse tipo em português. Sabendo que tu criasse uma engine. Seria bom ter uma serie de vídeo em português por um brasileiro que fez uma engine própria.
I CANT BELIVE IT YOU USE THE LIGHT BG THATS A WAR CRIME
xD People always notice and mention that. It turns out that, at least for my specific use case, dark mode hurts my eyes much more. Not sure if I have some sort of hyper sensibility to light or contrast, but if I focus my view on a dark environment that still emits light, I get a serious migraine and blurry vision in about half a day. So light theme + keeping all the lights of the room I'm at turned on all the time completely fixes that for me. So it's good.