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Anonymous 05/25/2025 (Sun) 16:14:17 No. 27844
So do any of those game engines that have the gui visual coder easily allow you to make procedurally generated games?
man FUCK yall people
niggas mad lmao
And if there are any that do, do they also have procedural assets, procedural animation and github copilot support for the visual scripting? Also they should have automatic steam publishing.
>>27931 I reckon the game should have an Auto Play feature, for good measure.
>>27931 >>27934 no one actually uses these features but procedural generation is essential to keeping a game fresh
>>27965 assuming you mean proc gen like minecraft or tboi, I'll share my illiterate nodev knowledge on engines I know so far, <Godot operates on nodes which are the fundaments and function in your game you have full control over, but that requires code which you have 3 options: >GDscript - built-in-engine python rip-off >C# in mono version >C/C++ with Scons/Cmake setup Godot has tutorials on procedural generation and with C coding variants on the nodes any tutorial in these for whatever you want is applicable. If you're willing to explore Godot has a bit of tranny controversy which led to Redot fork that instead has also split due to "just normal drama™" to Blazium fork, both forks are meant to implement the thousands of commits the argentinian jew behind Godot ignored. From my trooncord lurking when these happened Redot seems to be rather under amateurish surveillance and I can't say more about it. Blazium dev which at least appears to have more expertise but I haven't tested their stuff either, in discord announcements they also focus more on linux build rather than windows, but maybe on upside one of devs promised quality of life feature that film editing software has which are customizable windows layout and split of workspace between the screens, I haven't checked it however so take this whole paragrapth with the grain of salt. <Unreal If you want the babby-retard version >gui visual coder meaning no code involved than Unreal blueprints will only allow this, however that is just contemptible from higher spheres. Still, account on unreal engine lets you collect paid assets for free once every month for your personal use in the library, has huge free collection of assets and textures library. Make sure to avoid memes like nanite or lumen or you'll always have an unplayable slop, infact it is better to start with unreal 4 rather than 5 or otherwise your harware will be a nice test pig for timmy. <Unity Can't say much on it other than it works on C# and has the most tutorials in the world for anything you want. I however am still a nodev due to my pseudo-ADHD and someone with knowledge and competence will probably strangle me, but I shared what I knew.
>>27969 Yea the unreal blueprints is what got me interesting in possibly returning to game development. Honestly at this point I feel like coding just isn't for me and I don't really make progress no matter how hard I try. I did think about godot though but alas.
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>>27969 I didn't know Godot had any forks. I've been looking to get into Godot. Without considering Discord drama (picrel), would you recommend I start with Redot or Blazium instead of Godot? Do they have any actual advantages worth mentioning (aside from that UI thing you already said)? According to the website, Blazium claims to be more move-fast-and-break-things than Godot. I couldn't find anything on Redot that actually explained why it deserves to exist at all.
>>28003 I don't think it matters much if they are maintaining compatibility with Godot (for the most part). Learning one of them means learning all of them. Porting over to the forks shouldn't be a hassle either.
>>27979 I say don't fall into UE5 trap as you'll have enough of a problem with UE4 >>28003 >would you recommend I start with Redot or Blazium instead of Godot? I recommend starting with Godot and trying the forks out to see which suits you better. Godot's stagnation gives you the edge of utmost porting compatibility and these forks in their current babby steps are meant to be most game-porting-from-Godot friendly, for Redot it's emergence brought me to Blazium, but yes in every other regard I mistrust them as they kicked the dev behind Blazium for "passive-aggresive messages" other dev who wanted to hide the error pop-up instead of solving the code issue, at least that was the trooncord drama that happened on Redot and I can't comment more as I am barely tech literate. I mean the very appeal of Godot in the first place is it's open source and royalty free/MiT license, meaning on top on not being obligated to pay shit to anyone the engine is customizable however you want(are capable of) and you can just ignore the tranny infestation at it's headquarters unlike the vidya takeover. And even if it's just UI if they implemented what I have heard from the dev it's already a win over Godot, also as a sidenote the dev also promised more precise and user friendly Cmake integration to Blazium meaning the more user-friendly scripting in C/C++.


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