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...
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.
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
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
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.
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.
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.
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!
@@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
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)
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 😂
@@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
@@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!
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?
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
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!
@@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
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.
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.
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.
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.
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
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...
Yeah lol
makes a lot of sense now that you say it, but I also didn't know this 😇 your comment made me laugh tho xD
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.
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!
Thanks! And best of luck with your engine stuff. What do you use as your back end?
@@AQGamedev
Monogame as well. Probably never going back to anything else for 2D because I love it so much!
@@flowwaveytI want to start game engine development using monogame too can you recommend me some resources?
i love the adhd energy of this
The editing is the worst part, so obnoxious
@@BobrLovr Why? I think it's really nice and kinda professional.
@ramok1303 different pages for different ages I guess
Love how he just randomly goes to a concert for some reason
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
It’s cool to see people make their own game engines. Nice work!
Great stuff, and very informative! I really liked the editing on it, and what I could understand LMAO!
Amazing stuff Alex, I look forward to watching your next video!
Calling ECS over engineering while building your own engine is crazy 🤣
I can't tell you how much i love the energy of this video
Been watching your videos. You’re doing awesome bro! Love your content and you’re definitely going places
the kicker: we need audio
alex: oops, we don't got audio yet!
Great freaking video, Alex!!! Knocked it outta the park again
New video! Nice. Looking forward to more.
I love everything about this video!
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
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 😅
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.
Keep this going, you've made some quality content here!
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.
another amazing video by my favorite weezer fan
public class Scene : YourMother { }
FUNNY GUY EH
once again a mesmerizing watch
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.
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!
the w*ezer sequence was truly beautiful
love your editing style dude!
It's so obnoxious
Ok
@@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
@@BobrLovrya
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.
Please keep this going, not enough monogame content
great timing with the Unity fiasco.
two years of telling everyone I actually wasn't crazy for rolling my own solution finally paid off lmao
Yoo nice! Iv been waiting for a new upload for a while
I am really hoping there will be another part to this!
guys I have a feeling alex doesn't like rust
Great video! Glad I found you before your inevitable blow up in popularity! Best of luck on the game 👍
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)
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
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 😂
In which era of this cinematic universe does the switch to FNA happen?
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
wait he switches to FNA!?!?
@@AQGamedevI'm really curious about the reason for this switch to FNA. I just got started with MonoGame, is FNA a better choice?
@@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
@@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!
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?
Sooo next devlog in 2024?
Really enjoy your style of editing
at my current pace, 2024 is optimistic haha
@@AQGamedev Well see ya in 2030 then :D
Ok, but spritebatch should be able to draw tons of tiles at once
So basically what you're saying is... I should just keep using Unity 🙃
preparing orbital strike
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
yooo m3d
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!
Ayyy fellow Vancouverite! I'd love to but it overlaps with my work hours. Maybe some future one though, thanks for the kind words!
@@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
It is really astounding that all of that could have been done in about an afternoon if you used bevy...
Hey can you recommend any resources for starting game engine development using monogame and c#
excellent video!! why do you pronounce decal like that though
deckhakl
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.
Killin me smalls 😅 "dee cal" not dec al 😅
Subscribing!~
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.
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.
ive never in my life heard anyone pronounce decal like deckle
huh
Scene : YourMother
error: over 1000+ GB!
I liked how you started out saying decls and then switched over to saying deecals
You are hilarious.
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.
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
Bro is a walking cliche of a weezer fan
Decle? Decle?!
When’s Mr Kujo gonna get his stand in the engine ⁉️
「BUDDY HOLLY - THE WORLD」
Your pronunciation of decal causes me actual mental pain lol
using monogame means you ARE using an existing game engine...
You clearly dont have coding expirience
1000th like
Is your voice ai
@@energy-tunes yes even the bit where I speak on camera
Promo sm 😍
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
still curious, if your game will release on the OUYA. Greetings from Berlin, Germany.