Managing Entities | RPG in Go | Ep. 3

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  • Опубліковано 19 гру 2024

КОМЕНТАРІ •

  • @brunomello7499
    @brunomello7499 5 місяців тому +5

    wake up, honey! new Coding With Sphere tutorial just dropped

  • @DNAFYO
    @DNAFYO 5 місяців тому +6

    most hyped series of the year!

  • @Community-Compute
    @Community-Compute Місяць тому

    Thank you! You explained Struct Embedding very well. It clicked right away for me.

  • @DrNabeel20
    @DrNabeel20 5 місяців тому

    I love this series! I am coding along with lua and love2d, learning from you how to think and code. Thanks!

  • @bobman1983
    @bobman1983 4 місяці тому +1

    Love this series!

  • @AdrianBorovnik
    @AdrianBorovnik 5 місяців тому

    Amazing content. Keep it up!

  • @PanosGeorgiadis
    @PanosGeorgiadis 5 місяців тому

    Very nice, to the point!

  • @DamianoSmok
    @DamianoSmok 2 місяці тому

    Keep it going!

  • @erisboxxx
    @erisboxxx 3 місяці тому

    Awesome stuff

  • @vmarcelo49
    @vmarcelo49 5 місяців тому

    Great one, when do you plan on posting the next episode?

    • @codingwithsphere
      @codingwithsphere  5 місяців тому +3

      @@vmarcelo49 sometime within this week hopefully !

  • @OfficalFooo
    @OfficalFooo 3 місяці тому

    Loving this series so far. My exp with game dev is with pygame, ofc as we all know Python is horrible at looping. Is looping over the sprites for updates performant enough for a game? Is there an upper limit to this where Go cant handle it? Can ebiten easily handle 100,000 sprites?
    If Go can handle it even with the garbage collector thats awesome. Im so used to hacky ways to manage DirtySprites with pygame lol

    • @codingwithsphere
      @codingwithsphere  Місяць тому +1

      It highly depends on what you're doing to the sprites, how you're storing them, and how you're accessing them. Go is very fast. It can handle thousands or tens of thousands of sprites with ease. However, a lot of performance is lost from cache misses. I would look into optimizing caching over loops if you want to handle 100,000 entities. The basic idea is: predicable, continuous access of memory means more can be cached. In my owns tests without trying to optimize, I was able to get ~20k sprites updating and drawing while staying above 60fps, and there was a lot I could improve upon.

  • @Palessan69
    @Palessan69 5 місяців тому

    Great. Search for multiple cursor/selection to rename all the g.x at once

    • @codingwithsphere
      @codingwithsphere  5 місяців тому

      @@Palessan69 yeah I normally use multicursor but I blanked there for some reason lol

  • @joyousblunder
    @joyousblunder 5 місяців тому

    awesome. the playlist itens are in the wrong order

  • @darklite2.0x93
    @darklite2.0x93 5 місяців тому

    is that catpuccin colorscheme??

  • @Palessan69
    @Palessan69 5 місяців тому

    I see that the skeleton png is a sprite sheet. How it loaded only 1 skeleton?

    • @codingwithsphere
      @codingwithsphere  5 місяців тому +2

      I used the same "SubImage" code for drawing the skeleton that I did with the ninja sprite. All the characters sprites have the same layout in this pack