In search of a project

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Noiecity
Posts: 252
Joined: Wed Aug 23, 2023 7:22 pm
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Re: In search of a project

Post by Noiecity »

thenewkgb wrote: Fri Jan 10, 2025 1:09 pm https://pastebin.com/u3kFMq2M

1 month.
I removed iomanip and chrono. Give it a try. Your console output might be better than my phone's. Linux made all digits and characters equal length. Cxxdroid kinda throws them onto the screen.

If the process isn't as easy, that is not as simple as copy paste, what procedure do you need to make it compile?
Image

You can use assembly for tasks that cannot be used in c++98(I only know this for the timer for x86 processors(TSC), I don't know any other).

Code: Select all

// Function to read the processor's Time Stamp Counter (TSC)
unsigned long long read_tsc() {
    unsigned int low, high;
    __asm__ volatile (
        "rdtsc"  // Assembly instruction to read the TSC
        : "=a" (low), "=d" (high)  // Output: low and high 32 bits of TSC
    );
    return ((unsigned long long)high << 32) | low;  // Combine high and low to form the 64-bit result
}

int main() {
    unsigned long long tsc1 = read_tsc();
    // Perform some time-consuming operation
    for (volatile int i = 0; i < 1000000; ++i);
    unsigned long long tsc2 = read_tsc();

    // Calculate the time difference
    unsigned long long elapsed = tsc2 - tsc1;

    // Store the result in a variable for later use
    unsigned long long result = elapsed;

    // Pause the program using a time-consuming loop
    for (volatile unsigned long long j = 0; j < 1000000000; ++j);

    // Terminate the program
    __asm__ volatile (
        "mov $1, %%eax;"  // System call number for sys_exit
        "xor %%ebx, %%ebx;"  // Clear ebx register (exit code 0)
        "int $0x80;"       // Interrupt for system call
        :
        :
        : "%eax", "%ebx"
    );

    return 0;
}
Image

The read_tsc function uses the rdtsc assembly instruction to read the processor's Time Stamp Counter (TSC), TSC value is split into two 32-bit parts (low and high), which are then combined to form the 64-bit result.
The difference between tsc1(initial TSC value) and tsc2(final TSC value...) is calculated to determine the elapsed time in clock cycles.

You can create a program without the need of a console or the standard c++ library, just using the c++ keywords, it will run on the CPU and in memory anyway...(it may be useful to create a program that these are some c++98 keywords)

  1. asm
  2. bool
  3. break
  4. case
  5. catch
  6. char
  7. class
  8. const
  9. const_cast
  10. continue
  11. default
  12. delete
  13. do
  14. double
  15. dynamic_cast
  16. else
  17. enum
  18. explicit
  19. export
  20. extern
  21. false
  22. float
  23. for
  24. friend
  25. goto
  26. if
  27. inline
  28. int
  29. long
  30. mutable
  31. namespace
  32. new
  33. operator
  34. private
  35. protected
  36. public
  37. register
  38. reinterpret_cast
  39. return
  40. short
  41. signed
  42. sizeof
  43. static
  44. static_cast
  45. struct
  46. switch
  47. template
  48. this
  49. throw
  50. true
  51. try
  52. typedef
  53. typeid
  54. typename
  55. union
  56. unsigned
  57. using
  58. virtual
  59. void
  60. volatile
  61. wchar_t
  62. while
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

Image
**
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

You know way too much!

A massive part of why I like programming is the screen output. The console has been a challenge like SDL and Allegro. I like colours, images, buttons / sliders. The whole Xerox thing. I like audio too. It's a huge reason I choose games to work on. Games kinda offer everything?

I did think about audio sampling, networking and assembly. I sometimes record where I am and the ambience onto m4a. Sometimes I take photos for textures and references. It may inspire me somehow.

I saw a guy write a Windows app in assembly from memory. It had similarities to C++ and that curbed the addiction. Check out Dave's Garage on YT. He explains it, shows how hard it would be, so I didn't have to pursue a long journey for nothing.

I want to rush ahead. I've paid for an app and exported an OBJ cube to load into Irrlicht. Just too much to think about and what I want. Programs zap a lot of time (End of Dyeus took 6 years but it was really, really cool.)

"Keep your eye on the ball"
Last edited by wizard4 on Sat Jan 11, 2025 6:42 pm, edited 2 times in total.
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

You can quote me on "games offer everything". If you did know another type of programming environment you can tell me. Get me out of this game dev addiction :)
Noiecity
Posts: 252
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Re: In search of a project

Post by Noiecity »

thenewkgb wrote: Sat Jan 11, 2025 6:41 pm You can quote me on "games offer everything". If you did know another type of programming environment you can tell me. Get me out of this game dev addiction :)
Games are limited to their real time calculations, a cinematic like WoW cinematic(14 years old cinematic: https://m.youtube.com/watch?v=BCr7y4SLh ... RpYw%3D%3D), is an interesting achievement that games cannot currently simulate that. If one had enough knowledge to produce from 0 a computer to produce calculations powerful enough to produce such graphics it would be a good achievement.

And now, my own phrase:

"The closer to the root you build, the more sense of control you will have over everything and you would no longer have the power to complain about others, because it would be your own merit." :mrgreen: :mrgreen:
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

Image
**
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

You can use assembly for tasks that cannot be used in c++98(I only know this for the timer for x86 processors(TSC), I don't know any other).
I think we are missing the point. I think we are both eager, yes. Perhaps we have tons of ideas and tons of little example programs. The question is can we both focus on one project for a year and make something? I have doubts I can.

Code: Select all

"From a far distant recess in my mind..."

As I lie in bed, I remembered Unreal and Unity.
I saw a map, a small town filled with shops.
At each point you could "jump into" a mini game.
Perhaps the shop plays Mario, the barber sign plays Defender.
Then I thought how about while playing a mini game
a battle happens outside in the town.
Could the assembly code run in memory (or C++ to make
it easier) and calculate all the moves of the AI and when you
leave the mini game you see dead corpses lying about.
The fight code would run in memory. Not the screen.
My brain can't really settle on anything for long periods. I jump around too much. Ideas are too good and good devs are hard to find.
Noiecity
Posts: 252
Joined: Wed Aug 23, 2023 7:22 pm
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Re: In search of a project

Post by Noiecity »

thenewkgb wrote: Sun Jan 12, 2025 2:21 pm
You can use assembly for tasks that cannot be used in c++98(I only know this for the timer for x86 processors(TSC), I don't know any other).
I think we are missing the point. I think we are both eager, yes. Perhaps we have tons of ideas and tons of little example programs. The question is can we both focus on one project for a year and make something? I have doubts I can.

Code: Select all

"From a far distant recess in my mind..."

As I lie in bed, I remembered Unreal and Unity.
I saw a map, a small town filled with shops.
At each point you could "jump into" a mini game.
Perhaps the shop plays Mario, the barber sign plays Defender.
Then I thought how about while playing a mini game
a battle happens outside in the town.
Could the assembly code run in memory (or C++ to make
it easier) and calculate all the moves of the AI and when you
leave the mini game you see dead corpses lying about.
The fight code would run in memory. Not the screen.
My brain can't really settle on anything for long periods. I jump around too much. Ideas are too good and good devs are hard to find.
The AI thing is possible, I was thinking for a while something similar to yours to simulate AI in a local RPG game, that is, the person would be like in an online game, only against intelligent bots. There are several ways to tackle this problem, you can do it from the main game thread(spaghetti code and slowdowns and FPS drops), use multiple threads(which usually leads to bugs and crashes), or what I chose, create a binary file and synchronize multiple threads from the binary file instead of ram, this solves the problems, and binary files are easy and fast to read(similar or equal to what a database does), the NPC doesn't need graphics to execute its action from the cpu....

By the way, the c++ compiler converts your c++ statements to assembly, finally the processor converts it to binary. Actually I don't know of a way to talk directly to the GPU without a graphics API, while the CPU is easier to access.

If you have time we could create an isometric RPG game, at 8 FPS in a window, sharing elements with a normal window, using only the CPU, you would have hyper-realistic graphics and it would run fine with 40 mb of ram at most and about 200 hz. It could be useful for a raspberry pi.

Maybe we could create our own console with our own exclusive games (until they copy our games to other raspberry pi).
Although currently I would like to work on a 32 bit processor, as it heats up much less and is more stable, although its boot is less powerful than 64 bits, it would not be a problem... if it were possible to use Puppy linux which has cc0 license, is very fast and hardly consumes resources, it can run with 0.3 ghz and 64 mb of ram.

A 3d printer would be needed for the plastic components, but that can be sent to be done... you would spend approximately 120-150 dollars for each one (for the screen and audio), and maybe less if it's for wholesale. We would make different games based on sprites, they would be games of different types, shooters, isometric, puzzles. If you have a problem with your game being pirated, well you should know that it is inevitable. :mrgreen: :mrgreen:


You would have a console that would last 2 days with a full charge playing all day long, and it wouldn't heat up...

The screen should be about 4 inches, about 1/4 of a notebook screen, it should be able to be separated at a distance from the controller, while still attached (like the device that takes selfies).

RPG first person based on sprites(like doom but better)(image i made...):
Image

RPG isometric(old isometric sprites i made... )

Image

Image

I can build hyper-realistic graphics:
Image
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

Image
**
Noiecity
Posts: 252
Joined: Wed Aug 23, 2023 7:22 pm
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Re: In search of a project

Post by Noiecity »

What I show are old works that I didn't receive any payment, they were for hobbies...

Except this(60 dollars):
Image

(It was for a game I was going to make in irrlicht, I used the 60 dollars to render and bake in the cloud so I received practically nothing. The guy I was working with stopped contacting me and was no longer responding.)
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

Image
**
Noiecity
Posts: 252
Joined: Wed Aug 23, 2023 7:22 pm
Contact:

Re: In search of a project

Post by Noiecity »

You can prevent the game from being hacked by compiling the game to check if a certain file is on the operating system, if it is not it will not run. That will prevent piracy for a while... until someone uses a hexeditor and starts digging into how the game is booting...
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

Image
**
Brainsaw
Posts: 1220
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Re: In search of a project

Post by Brainsaw »

My two cents: no matter how hard you try to make your game un-hackable - if you get enough attention sooner or later someone will hack it. One of the reasons I give my games away for free.

Your other thread with the programmer just stopping a project is the main reason why I work alone (mostly). You just can't rely on other, especially if it's free projects. I have been witness to more than one project failing for that reason. It takes me a lot longer to get something running in a proper way, but I am in control of everything.
Image
Dustbin::Games on the web: https://www.dustbin-online.de/
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

Feel free to jump to side projects.
I shot myself in the foot a bit. I'd like to work with someone as it does add a whole new level of what to do next. I'd say give Noie the role of director. That's if it's
oh so serious.
The reason I won't sell my games is because they are not big enough / no levels / don't have enough content to sell them. I would release some CC0, people do need free things at times, but really selling to make money is good and time is money. I pay many other devs for their software.

If I can make a Bank class take money from the player on a certain day I'm concentrating on the right thing.
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

By the way Noie the artwork is phenomenal. If you gave animating a go or used some compatible ones off the net they would really spring into life.
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

I didn't say this but I wanted to build a handheld console as well :lol:
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

Brainsaw wrote: Sun Jan 12, 2025 5:33 pm My two cents: no matter how hard you try to make your game un-hackable - if you get enough attention sooner or later someone will hack it. One of the reasons I give my games away for free.
I heard Doom 1 and 2 were the most pirated games out of the lot. Id made so much money. I think respect is the way to go, otherwise the office gets too hard. I don't think Carmack felt good when he was drunk and Romero joked about it all night.
wizard4
Posts: 180
Joined: Thu Jan 25, 2024 6:54 pm
Location: UK

Re: In search of a project

Post by wizard4 »

Found a bug in my code. Did I say test?

GitHub

edit:
I'll add in your assembly to count the time. I still need a way to fast forward time not using chrono. Your code works on my laptop (an Intel chip) but not sure why you'd exit the program using asm? Tomorrow I'll test it on the RPi but I have a feeling it won't work properly. Neither on my phone (the only information I have is a MediaTek CPU).
Noiecity
Posts: 252
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Re: In search of a project

Post by Noiecity »

thenewkgb wrote: Sun Jan 12, 2025 7:48 pm Found a bug in my code. Did I say test?

GitHub

edit:
I'll add in your assembly to count the time. I still need a way to fast forward time not using chrono. Your code works on my laptop (an Intel chip) but not sure why you'd exit the program using asm? Tomorrow I'll test it on the RPi but I have a feeling it won't work properly. Neither on my phone (the only information I have is a MediaTek CPU).
For the calendar try this: https://pastebin.com/WyS24jrR

Image

I am not an expert in assembly, I am learning just like you, my colleagues. :mrgreen: :mrgreen:
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

Image
**
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