Adding levels to my custom game engine (C#/MonoGame)

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  • Опубликовано: 17 дек 2024

Комментарии • 101

  • @donsk324
    @donsk324 Год назад +71

    Wait till he realizes that the SpriteBatch class (as the name suggests) batches all sprite draw calls into a single (Vertex) object and makes a single gpu draw call when the End method is called...

    • @Quique-sz4uj
      @Quique-sz4uj Год назад +2

      Yeah lol

    • @MooniPuss
      @MooniPuss 6 месяцев назад

      makes a lot of sense now that you say it, but I also didn't know this 😇 your comment made me laugh tho xD

    • @CoolModderJaydonX
      @CoolModderJaydonX 4 месяца назад

      I know, right? To be fair, though, he probably didn't know that at the time - hell, when I started using MonoGame, I didn't know it was doing that - but still.

  • @flowwaveyt
    @flowwaveyt Год назад +21

    It's pretty cool to see how someone else makes their engine in an extremely similar way to how I made mine. Can't wait to see more from you!

    • @AQGamedev
      @AQGamedev  Год назад +5

      Thanks! And best of luck with your engine stuff. What do you use as your back end?

    • @flowwaveyt
      @flowwaveyt Год назад +5

      @@AQGamedev
      Monogame as well. Probably never going back to anything else for 2D because I love it so much!

    • @hades8131
      @hades8131 Год назад

      @@flowwaveytI want to start game engine development using monogame too can you recommend me some resources?

  • @bloom945
    @bloom945 Год назад +62

    i love the adhd energy of this

    • @BobrLovr
      @BobrLovr 8 месяцев назад +1

      The editing is the worst part, so obnoxious

    • @ramok1303
      @ramok1303 8 месяцев назад +1

      @@BobrLovr Why? I think it's really nice and kinda professional.

    • @BobrLovr
      @BobrLovr 8 месяцев назад +1

      @ramok1303 different pages for different ages I guess

    • @Logboy2000
      @Logboy2000 7 месяцев назад +1

      Love how he just randomly goes to a concert for some reason

  • @Joe-lj5ds
    @Joe-lj5ds Год назад +22

    Data oriented design is about setting up your data structures in a way that is cache friendly to your CPU, it doesn't really have anything to do with using components on your entities. The reason ECS and DOD are often brought up together is because a proper ECS framework (which looks quite different than just having entity components) uses elements of data oriented design to speed up your game significantly.
    For 99% of games ECS is totally overkill and writing your code in a way that's more productive for you is way more important

  • @olbluelips
    @olbluelips 11 месяцев назад +2

    It’s cool to see people make their own game engines. Nice work!

  • @TheyCallMeXander
    @TheyCallMeXander Год назад +5

    Great stuff, and very informative! I really liked the editing on it, and what I could understand LMAO!

  • @jerrydengzhu
    @jerrydengzhu Год назад +2

    Amazing stuff Alex, I look forward to watching your next video!

  • @alexflavoie
    @alexflavoie Год назад +20

    Calling ECS over engineering while building your own engine is crazy 🤣

  • @isabel6101
    @isabel6101 3 месяца назад

    I can't tell you how much i love the energy of this video

  • @Itzame3756
    @Itzame3756 11 месяцев назад +1

    Been watching your videos. You’re doing awesome bro! Love your content and you’re definitely going places

  • @emisorano
    @emisorano 6 месяцев назад +2

    the kicker: we need audio
    alex: oops, we don't got audio yet!

  • @skit_roll
    @skit_roll Год назад +2

    Great freaking video, Alex!!! Knocked it outta the park again

  • @Baelfyr
    @Baelfyr Год назад +3

    New video! Nice. Looking forward to more.

  • @DrNabeel20
    @DrNabeel20 4 месяца назад

    I love everything about this video!

  • @hyeve3551
    @hyeve3551 Год назад +6

    as someone who actually enjoys graphics programming and has spent a lot of time understanding why certain things are done the way they are, some of your technical decisions are painful lol
    but hey who cares if it works in the end

  • @ferenc_l
    @ferenc_l Год назад +4

    The ECS comment is on point haha! It's a great idea on paper but to be honest, i am always too lazy to use ECS 😅

  • @TheRomanAbbasid
    @TheRomanAbbasid Год назад

    I had Psychron on my steam wishlist, don't remember when I added it. Watching your most recent videos, as a software engineer getting into gamedev, made me go ahead and purchase it. Really enjoy your videos, always love seeing behind the scenes on game development.

  • @ALHJ1997
    @ALHJ1997 Год назад

    Keep this going, you've made some quality content here!

  • @distantforest2481
    @distantforest2481 Год назад +1

    With Tiled you can make it automatically export a json file, and run your game with a press of a button (Commands). It's pretty easy to set up, its like setting a binding. Json is also pretty easy to parse, C# should have a lot of options for this.
    For the grey box colour, you can change it to any colour if you so desire. For instance I have blue boxes for collisions, and yellow for triggers.
    As for manually adding properties, tiled also has a "Custom Types" feature where it makes this less painful. You can add these 'class objects' to any object. There's still some set up but there is less you have to do for each thing.

  • @bryandang
    @bryandang Год назад +2

    another amazing video by my favorite weezer fan

  • @HikeYegiyan
    @HikeYegiyan Год назад

    public class Scene : YourMother { }
    FUNNY GUY EH

  • @yenu
    @yenu Год назад +1

    once again a mesmerizing watch

  • @lenargilmanov7893
    @lenargilmanov7893 Год назад +3

    Yeah, realizing that I can just use components without building a whole ECS for that was a big deal for me. I also thought that I just invented something brand new, but then it turned out that Unity has been using the same architecture with GameObjects and Components for years.
    Except my system is cooler cause shared properties(such as entity's position in space) are passed around using dependency injection instead of searching the array of components for the one that has it.

  • @gabrieldechichi8695
    @gabrieldechichi8695 6 месяцев назад

    Hey Alex, great video. I usually don’t comment on RUclips videos, but figure I should on this one.
    Your idea to generate a texture on the fly for the entire level to reduce draw calls is not the best solution here. You are right that one draw call per tile is unacceptable, but there are many techniques to solve that, specifically in this case, you can use Sprite Batching or GPU instancing. Both are about issuing one single draw call to render a lot of objects with different properties, and they will perform much better than the “generate texture on the fly” solution.
    Maybe take a look at these concepts online, and good look with your engine!

  • @lunathegoof
    @lunathegoof Год назад +3

    the w*ezer sequence was truly beautiful

  • @cantwontdo9127
    @cantwontdo9127 11 месяцев назад

    love your editing style dude!

    • @BobrLovr
      @BobrLovr 8 месяцев назад +1

      It's so obnoxious

    • @cantwontdo9127
      @cantwontdo9127 8 месяцев назад +1

      Ok

    • @BobrLovr
      @BobrLovr 8 месяцев назад

      @@cantwontdo9127 glad you can see the light, seriously the reason why no body can pay attention to anything these days is partly due to this insane adhd editing

    • @cantwontdo9127
      @cantwontdo9127 8 месяцев назад

      @@BobrLovrya

  • @wicked_sash
    @wicked_sash 2 месяца назад

    I had to go through it frame by frame, but I found the easter egg at 7:48. it says "public class Scene : YourMother {" for exactly 7 frames.

  • @jaaferelsadig
    @jaaferelsadig 11 месяцев назад

    Please keep this going, not enough monogame content

  • @makeitsogames
    @makeitsogames Год назад +2

    great timing with the Unity fiasco.

    • @AQGamedev
      @AQGamedev  Год назад +5

      two years of telling everyone I actually wasn't crazy for rolling my own solution finally paid off lmao

  • @Namiroze
    @Namiroze Год назад +4

    Yoo nice! Iv been waiting for a new upload for a while

  • @nolram
    @nolram 8 месяцев назад

    I am really hoping there will be another part to this!

  • @n3y
    @n3y Год назад +4

    guys I have a feeling alex doesn't like rust

  • @Vitamin_Games
    @Vitamin_Games Год назад +3

    Great video! Glad I found you before your inevitable blow up in popularity! Best of luck on the game 👍

  • @geisttraft7190
    @geisttraft7190 4 месяца назад

    personally i havent found using ECS to be any more challenging or time consuming than using a more object oriented approach (although im using a preexisting solution called Moontools ECS, not one i built myself)

  • @alexanderjasper_
    @alexanderjasper_ Год назад

    This is fucking crazy, my name is Alex too, I’m in the process of switching to Monogame and I have Pinkerton and blue album vinyls

  • @Videoboy45
    @Videoboy45 7 месяцев назад

    12:10 Awesome--- I'm also modifying Ogmo Editor as well! But bro, just in case you need to say it in person to anyone, "Decal" is not pronounced like that 😂

  • @dev.bodyaq
    @dev.bodyaq Год назад +6

    In which era of this cinematic universe does the switch to FNA happen?

    • @AQGamedev
      @AQGamedev  Год назад +4

      At the rate the videos are coming out, late 2024. In real life, I made the switch a few months ago and am loving it lol

    • @Eros_Hai
      @Eros_Hai Год назад

      wait he switches to FNA!?!?

    • @thfona
      @thfona Год назад +2

      ​@@AQGamedevI'm really curious about the reason for this switch to FNA. I just got started with MonoGame, is FNA a better choice?

    • @kungermoon
      @kungermoon Год назад +2

      @@AQGamedev Hi, could you tell us why you switched to FNA?
      I'm planning to make my next game in MonoGame and knowing if it's better than FNA would be helpful

    • @AQGamedev
      @AQGamedev  Год назад +2

      @@kungermoon I switched to FNA because I was having a (at the time) untraceable performance issue with monogame. Switching to FNA gave me enough of a performance boost to hide it. Monogame's updates were extremely infrequent, while FNA still gets new releases every month. FNA also disincentivized the use of the content pipeline (I hate the content pipeline) while monogame put efforts into expanding it.
      Tldr: Realistically, you can use either and you'll be fine!

  • @luke-gamedevlearning
    @luke-gamedevlearning 7 месяцев назад

    15:04 - You can do that (*you can do all of those things with ease in C#, I do all such things, only people are bad and suck) in C#, more than 6 months ago, and it's easy. How are you lost on that?

  • @cryptorcd9352
    @cryptorcd9352 Год назад +1

    Sooo next devlog in 2024?
    Really enjoy your style of editing

    • @AQGamedev
      @AQGamedev  Год назад +1

      at my current pace, 2024 is optimistic haha

    • @cryptorcd9352
      @cryptorcd9352 Год назад

      @@AQGamedev Well see ya in 2030 then :D

  • @Nicholas-nu9jx
    @Nicholas-nu9jx Месяц назад

    Ok, but spritebatch should be able to draw tons of tiles at once

  • @OmegaFalcon
    @OmegaFalcon Год назад +4

    So basically what you're saying is... I should just keep using Unity 🙃

    • @AQGamedev
      @AQGamedev  Год назад +10

      preparing orbital strike

  • @echo_the_developer
    @echo_the_developer 7 месяцев назад

    Hey man, i am making a game engine in csharp aswell and this is a massive insporation for me. Mine uses python but the actual engien is made in csharp (so you use pygame in it) and im planning on adding js, lua and csharp. seeing this makes me really exited for mine

  • @snakelancerhaven
    @snakelancerhaven Год назад +4

    yooo m3d

  • @intangiblematter_misc
    @intangiblematter_misc Год назад +3

    I did a double take at that Weezer gag for a major reason.
    First of all, when I first stumbled on your videos I thought "this is exactly what I would want my videos to be like"
    Then I realized you *also* have some strong programming opinions, which is always great.
    Then I realized we both live in the fucking Vancouver area.
    So... any chance you'll be at the FullIndie Meetup on Tuesday? It'd be great to meet you!

    • @AQGamedev
      @AQGamedev  Год назад +1

      Ayyy fellow Vancouverite! I'd love to but it overlaps with my work hours. Maybe some future one though, thanks for the kind words!

    • @intangiblematter_misc
      @intangiblematter_misc Год назад +1

      @@AQGamedevDamn. Well, it's always the first Tuesday of the month! It would be great to have you there! It definitely biases a bit middle aged, so it's always nice to see some more people who are a bit younger :p

  • @AngeloFerreira-v7h
    @AngeloFerreira-v7h Год назад

    It is really astounding that all of that could have been done in about an afternoon if you used bevy...

  • @hades8131
    @hades8131 Год назад

    Hey can you recommend any resources for starting game engine development using monogame and c#

  • @sporky9861
    @sporky9861 11 месяцев назад +2

    excellent video!! why do you pronounce decal like that though

  • @MysticRiverGames
    @MysticRiverGames Год назад +1

    Great video!, I also make games and videos on Monogame and it is nice to see other people using the same framework. About the editor, I instead chose to put it inside my game, because... why not!? once inside it is really fast to prototype levels and play test them!, then I started adding pretty much everything I can imagine into my game as extensions so I can change anything at any time while playing.

  • @mikaelfoster9726
    @mikaelfoster9726 Год назад +2

    Killin me smalls 😅 "dee cal" not dec al 😅

  • @DaydreamStudios_Official
    @DaydreamStudios_Official Год назад +1

    Subscribing!~

  • @CoolModderJaydonX
    @CoolModderJaydonX Месяц назад

    By the way, if you insist on doing tile maps that way, I think you should, like, just draw the whole damn thing upon load and then draw the resulting texture of THAT.

  • @Junkman
    @Junkman Год назад

    Bro just use a rendertarget array. You can segment your levels into chunks, those chunks can have multiple layers (more rendertargets) then you're done.

  • @jad4693
    @jad4693 Год назад +1

    ive never in my life heard anyone pronounce decal like deckle
    huh

  • @sphis-Sinco
    @sphis-Sinco 8 месяцев назад

    Scene : YourMother
    error: over 1000+ GB!

  • @heteroerectus
    @heteroerectus 6 месяцев назад

    I liked how you started out saying decls and then switched over to saying deecals

  • @warkah7557
    @warkah7557 11 месяцев назад

    You are hilarious.

  • @derrikcreates
    @derrikcreates Год назад

    14:09 is there a reason you are not using reflection? Adding comments as metadata seems clumsy. Jamie King has a really good playlist on YT called "C# Attributes and Reflection" that goes over this. the tldr is. you can add metadata to objects and later gather what object has what metadata class. If you have ever serialized a class to json you might have used the [JsonIgnore] attribute to tell the json serializer to not process that field. in your case you could create a [NoEditor] attribute that applies to a class and when you are loading the editor you can skip over any class with that attribute without needing to know what type the class actually is.

  • @pwhv
    @pwhv Год назад

    why not just create a level editor on monogame and using c# export the hierarchy of the level, create a c# level reader and store in ram while loading a level ingame

  • @crimmerz2000
    @crimmerz2000 11 дней назад

    Bro is a walking cliche of a weezer fan

  • @JustAPersonalUseBarb
    @JustAPersonalUseBarb Год назад

    Decle? Decle?!

  • @Will-Eves
    @Will-Eves Год назад +1

    When’s Mr Kujo gonna get his stand in the engine ⁉️

    • @AQGamedev
      @AQGamedev  Год назад +3

      「BUDDY HOLLY - THE WORLD」

  • @SophiaWoessner
    @SophiaWoessner 5 месяцев назад

    Your pronunciation of decal causes me actual mental pain lol

  • @sjoerdev
    @sjoerdev 5 месяцев назад +1

    using monogame means you ARE using an existing game engine...

  • @GunGunAnimated
    @GunGunAnimated 5 месяцев назад

    1000th like

  • @energy-tunes
    @energy-tunes 4 месяца назад

    Is your voice ai

    • @AQGamedev
      @AQGamedev  4 месяца назад

      @@energy-tunes yes even the bit where I speak on camera

  • @jayson709
    @jayson709 Год назад

    Promo sm 😍

  • @DarkSystemProgrammer
    @DarkSystemProgrammer Год назад

    stop hating node, it's what half of the web runs on! Also, its not all that hard to get setup, use nvm or nvm-windows

  • @FolkerHQ
    @FolkerHQ Год назад

    still curious, if your game will release on the OUYA. Greetings from Berlin, Germany.