Lingon Studios

Lingon Studios

Creative studio developing games

Пікірлер

  • @RamzyTheDad
    @RamzyTheDad3 сағат бұрын

    MOOSE MINERS, BABY! Love this game

  • @russellg3775
    @russellg37757 сағат бұрын

    Good video, can you please tell me why you opted for C programming language and Raylib? What do you do for a day job? How many hours per week do you spend on development of the game? Thanks

  • @RamzyTheDad
    @RamzyTheDad17 сағат бұрын

    I absolutely love this game. It’s so satisfying to play!

  • @4dillusions
    @4dillusions6 күн бұрын

    Unity is for designers who somehow script the game logic and that's it. Raylib is for programmers who optimize what they develop.

  • @bdennyw1
    @bdennyw112 күн бұрын

    I would love to see Zig benchmarked

  • @u9vata
    @u9vata16 күн бұрын

    I am pretty positive that well-written C or C++ can outperform this asm code slightly - but that this asm code can be even more well written probably... like optimizing for microcode using uica microcode simulator and such 🙂

  • @bobdillon1138
    @bobdillon113822 күн бұрын

    The problem with these types of games is they tend to resort to simple swarming enemy's to make it difficult instead of intelligent AI enemy's..

  • @AGamerPS3
    @AGamerPS328 күн бұрын

    The game is fun, a few more updates such as having smarter AI so the moose don't all go to the same gem only to move to the next one after realizing it's occupied, more camera movement just so you can see the full length, and a more unique upgrades for more unique mining.

  • @kamiz0
    @kamiz028 күн бұрын

    I'm curious about your opinion on C++ kzread.info/dash/bejne/ZJmZusxmk86fhqQ.html

  • @nicolaastanghe475
    @nicolaastanghe475Ай бұрын

    Can't wait to ask ai to write my Code directly in assembly.

  • @crabsoft
    @crabsoftАй бұрын

    I am currently in the throes of despair over having to relearn an engine. I appreciate you taking the time to dunk on C#.

  • @IshCaudron
    @IshCaudronАй бұрын

    C# is not good for production code? :|

  • @randombypasser
    @randombypasserАй бұрын

    comooseism?

  • @user-hn9xf3oj9h
    @user-hn9xf3oj9hАй бұрын

    great work!

  • @pappalo4586
    @pappalo4586Ай бұрын

    Can you explain at 2:09 how you utilize IQM files for animations in this video? Additionally, do you have any source materials or tutorials on using these files specifically for animations in Raylib? Im currently using .glb files for both animations and model with some interesting results.

  • @lingonstudios
    @lingonstudiosАй бұрын

    I just did as this video shows pretty much (not my video) kzread.info/dash/bejne/kXmp1MyoosTVpKQ.html But if you are using glb files for animations and it works I don't see any reason for using the iqm files really

  • @pappalo4586
    @pappalo4586Ай бұрын

    @@lingonstudiosThanks, I will check it out. Also do u have any good source material for making levels in blender? with collision and all that. My plan is to use premade assets from free asset packs and just put em together to make simple levels.

  • @ThePotOwl
    @ThePotOwlАй бұрын

    i need a way to place control flag on rails and grinders for delivery also

  • @lingonstudios
    @lingonstudiosАй бұрын

    That is a good idea, I'll add it to my list of possible future updates

  • @gamecodeur
    @gamecodeurАй бұрын

    Synty are selling FBX models (ou UE models). What format did you use for Raylib and how did you convert them?

  • @lingonstudios
    @lingonstudiosАй бұрын

    I imported them in blender and then exported them to a few different formats depending on what I would need to use it for. So for this game I only used static meshes from Synty (the moose are from a different asset pack). So for the static meshes I just import the .obj files that synty provides in blender and make any changes I need and then I export them as .obj again and load them with raylib. In the previous game I made with raylib (Sidestep Legends) I did use characters from synty which were in fbx format. Those I also imported into blender and then cleaned up a bit and then exported to fbx again to use with Mixamo to get the animations. Then I imported the mixamo aniamtions in blender and exported the model and the animations to the iqm format, which raylib supports for animations. There is a plugin for blender that enabled exporting in that format. I think that raylib since 5.0 now also supports animations with .glb files so that migth work as well, but I haven't tried that since my engine is still based on raylib 4.2

  • @gamecodeur
    @gamecodeurАй бұрын

    Thanks for the amazing details. I tried OBJ from blender but it exports an mtl file that I cannot give Raylib to eat... But I'm not an expert with blender..

  • @lingonstudios
    @lingonstudiosАй бұрын

    @@gamecodeur I just ignore the mtl file for the meshes I use obj for and setup the material manually in the code instead. With the synty assets it is just one texture anyway that needs to be set

  • @jurusco
    @juruscoАй бұрын

    Let me ask you a weird question, do you think this kind of optimization would be possible using like just blueprints in unreal engine, or for this kind of optimization it must be done in code. Sorry if this is a dumb question i'm not a programmer.

  • @lingonstudios
    @lingonstudiosАй бұрын

    I don't think a visual scripting language like unreal blueprints would be able to achieve this. Blueprints are more suitable for setting up gameplay code for more traditional games where you already have components that handle the more expensive logic. But since the actual gameplay code of a game like this is quite simple compared to the simulation and by necessity quite heavily integrated into the simulation code it would not really make much sense to try to make it using blueprints. Maybe setting up the upgrades and UI stuff with something like blueprints would work after you have written the heavy simulation systems and gameplay in c++. In general if you want to get away with using only blueprints in Unreal, I think you'd need to make a first person game, preferably a first person shooter. Since then Unreal will have a lot of things ready to use for you to call from blueprints.

  • @MHGames03
    @MHGames03Ай бұрын

    Has anyone mined the whole map, is it even possible xD I am only 2k depth at the minute

  • @lingonstudios
    @lingonstudiosАй бұрын

    It is very much possible at the current release, and I would guess that there are probably at least someone that has done it already based on how far some of the saves I've gotten from bug reports have been. But that is because the current depth limit is 4800 right now as I there is not any interesting content after that limit as of now. After a few content updates where I extend the depth limit it should be much harder clearing the map or even reaching the max depth

  • @MHGames03
    @MHGames03Ай бұрын

    @@lingonstudios How wide is the map?

  • @lingonstudios
    @lingonstudiosАй бұрын

    @@MHGames03 32768 columns wide

  • @MHGames03
    @MHGames03Ай бұрын

    @@lingonstudios a long way to go then haha

  • @oblivion_2852
    @oblivion_2852Ай бұрын

    I like the fact that you picked an entity count that actually tested in a way that showed comparison. So many tests I see are like 1ms vs 0.8ms and claiming 20% improvements but you scale it up and the overhead of the 0.8ms becomes larger than the 1ms reversing the result.

  • @erc0re526
    @erc0re526Ай бұрын

    Just began watching, but thank you so much for this video, I was praying for something similar from your channel, I was fascinated by how simple, pro and efficient your code samples looked! Thank you lots

  • @ThePotOwl
    @ThePotOwl2 ай бұрын

    i cant stop moose-ing i love this game. i need to be able to zoom out more out and a button to select all moose

  • @lailanoreL
    @lailanoreL2 ай бұрын

    Sorce code ?

  • @mercury6800
    @mercury68002 ай бұрын

    Make it into league

  • @ryonagana
    @ryonagana2 ай бұрын

    i love raylib. it's like DOS BGI but modern

  • @mrkostya008
    @mrkostya0082 ай бұрын

    Have you heard of Odin for game dev? Heard they got a top tier interop with C libs, including raylib.

  • @hpw-dev
    @hpw-dev2 ай бұрын

    спасибо за этот бенчмарк

  • @NNM42
    @NNM422 ай бұрын

    more devlogs

  • @lingonstudios
    @lingonstudios2 ай бұрын

    Yeah I hope to get some time for more devlogs at some point. Currently it is very hectic with getting out updates for the game

  • @NNM42
    @NNM422 ай бұрын

    ​ @lingonstudios i'm will wait and logs and updates. Now need give last 3rd achieves on 10k.

  • @conundrum2u
    @conundrum2u2 ай бұрын

    it's fine if you dislike C# for games. terraria is pretty popular, however. it will be the best business programming language for a long time. i've been working with it for 16 years so i'm a little biased

  • @undeadpresident
    @undeadpresident2 ай бұрын

    I've been messing with Raylib but can't get lighting to work when I draw a model.... Raylib looks like a really good library but I'm totally stuck when dealing with the opengl bullshit

  • @CarlsSimGuides
    @CarlsSimGuides2 ай бұрын

    I had a lot of fun with your game. I didn't play optimally at all and it's the first idler where I feel like I'd want to go back and try another save file to see if I could create a better flow. As a dev myself i was constantly thinking of how you must have achieved all of this and I really appreciate the explanation as a result. I knew just drawing all these gems had to be taxing let alone all the moose and their AI. You did a good job explaining just how all that works and I respect you sharing those secrets. You definitely deserve praise for your hard work and making a game I can enjoy for a dozen hours at least for such a low price. Thanks for that. Please make it possible to toggle mine cart lanes and/or wand makers though. it'd be a big improvement for those of us who made mistakes but might not want to start over entirely :)

  • @emil.jansson
    @emil.jansson2 ай бұрын

    Great stuff.

  • @BlaBoy17
    @BlaBoy172 ай бұрын

    Less than 10 minutes into the game and I’m already addicted to it Nice job on making such an amazing game 👍

  • @lingonstudios
    @lingonstudios2 ай бұрын

    Thanks! And sorry for taking away all your free time now 😆

  • @BlaBoy17
    @BlaBoy172 ай бұрын

    @@lingonstudios It was worth it though!

  • @skwayesahmed5818
    @skwayesahmed58182 ай бұрын

    amazing game thanks

  • @SPimentaTV
    @SPimentaTV2 ай бұрын

    Made with Raylib?

  • @lingonstudios
    @lingonstudios2 ай бұрын

    yes this was made with Raylib as a base but for example the rendering uses extended and modified versions of the Raylib render functions to make it possible to render so many entitites

  • @WellImNuts
    @WellImNuts2 ай бұрын

    Älg tajm

  • @willianschneider1778
    @willianschneider17782 ай бұрын

    0:08 could have used some color correction here for additional oopmh. It's too dark, too bland. but other than that im actually very excited, gonna buy tonight!

  • @lingonstudios
    @lingonstudios2 ай бұрын

    Yeah, that might not been the best area for the trailer. There are several layers of the forest and this happened to be a dark layer. Being mostly a one-man show for this I don't that much time to put into trailer making

  • @willianschneider1778
    @willianschneider17782 ай бұрын

    @@lingonstudios already bought the game. cant wait to mine trillions of gems :D

  • @rusmaakatupal4723
    @rusmaakatupal47232 ай бұрын

    The fact you did with Raylib is actually insane.

  • @hatiko8227
    @hatiko82272 ай бұрын

    I think we need asm vs clang, it would be interesting because there will be no unity overhead and we can determine how viable to use assembly in custom solutions because c will definitely be better in terms of development time.

  • @sevvalpamuk1505
    @sevvalpamuk15052 ай бұрын

    Hello, I am trying to make Angry Bird in C language with raylib, but I had difficulty in making the sticks fall over in relation to each other and kill the pig. What should I do for this? Can you help me? This is my project assignment.

  • @sevvalpamuk1505
    @sevvalpamuk15052 ай бұрын

    Hello, I am trying to make Angry Bird in C language with raylib, but I had difficulty in making the sticks fall over in relation to each other and kill the pig. What should I do for this? Can you help me? This is my project assignment. 🥺

  • @ivankudinov4153
    @ivankudinov41532 ай бұрын

    Don't tell me you wrote it in ASM. Just don't.

  • @Darqonik
    @Darqonik2 ай бұрын

    Probably C & Raylib

  • @ivankudinov4153
    @ivankudinov41532 ай бұрын

    I'll vote for this on Lirik's subsunday vote!

  • @lingonstudios
    @lingonstudios2 ай бұрын

    He's playing right now on Stream! Thanks for voting :D

  • @ivankudinov4153
    @ivankudinov41532 ай бұрын

    @@lingonstudios haha, yeah! He was playing today as well. It's quite addictive :) Glad it worked out, you're doing great stuff!

  • @alvarohigino
    @alvarohigino2 ай бұрын

    Let me ask you, please, what I really need to know about math to program 3d graphics?

  • @judgedbytime
    @judgedbytimeАй бұрын

    Vector math

  • @benjaminmihoci8460
    @benjaminmihoci84602 ай бұрын

    At the moment, I don't have enough time to focus on my programming journey, nor on your work for that matter, but in a year or so, I will return here for inspiration that you most certainly radiate. Keep up the good work and good luck!

  • @Flakelolz
    @Flakelolz2 ай бұрын

    How did you make your UI? It's something I've always struggled with when trying to make games with Raylib. Did you use the Raygui library that comes with Raylib or another external library? How were things positioned? how are things configured to scale nicely?, etc. I have so many questions. Do you have a vlog detailing how you do your UIs and the steps needed? Thanks for the videos, your work is a huge source of inspiration!

  • @lingonstudios
    @lingonstudios2 ай бұрын

    The UI is very simple, it is just an immediate UI made by rendering the buttons scaled to the screen size (I use the height of the screen to decide the scale to keep the aspect ratio of the UI elements). Then for deciding if a button is clicked I use a few functions from raylib to check collisions between the mouse position and the bounding boxes of the buttons. The graphics for the UI is designed in Figma and exported as pngs that are loaded in the game. The positions and sizes are just based on a design screen size in my case I use 3840x2160 that is the screen size for the mockups in figma and then I use absolute positions for most things scaled to the current screen size the game is rendered at

  • @GnuChanOS
    @GnuChanOS2 ай бұрын

    Blender cube for collider, how do you do this? Can you share with us?

  • @lingonstudios
    @lingonstudios2 ай бұрын

    Nothing special really, I just places cubes (and sometimes some other shapes like a low poly cylinder) in the blender scene for the map. And then I export just those models to a file separate from the exported level file. Then I load those with raylib and just use raylib's collide with mesh functions to check for collisions. Which makes it much cheaper than it would have been to check against the actual geometry. I did a code walkthrough on a livestream of this game where I think I talked a bit about it and showed the blender scene, kzread.info/dash/bejne/X4CEqrhtZZXRYbw.html

  • @GnuChanOS
    @GnuChanOS2 ай бұрын

    @@lingonstudios I watched the LEVELS part, but I can't find how you're doing this? You just show white boxes, that's it?

  • @GnuChanOS
    @GnuChanOS2 ай бұрын

    By the way, nice 60fps text editor! Why is 30fps not good for displaying a text editor?

  • @Banaaani
    @Banaaani2 ай бұрын

    It is absolutely ridicilous how well you have optimized this. Games with this scale are rarely seen, because the optimization needed is absurd.

  • @lingonstudios
    @lingonstudios2 ай бұрын

    Thanks! Still have some more optimization to do for some parts, I hope I will manage to do it before the release. The most expensive thing right now is a bit unexpected. Simulating 30k moose running around mining: easy! Rendering sticks and wands in the storage in the base: fps drops near single digits. To be fair though when that happens there are like hundreds of thousands of sticks and wands, but that is what the game is about. So I just have to figure out some kind of culling for them, but it is tricky since at least the sticks don't really cover each other that much so it is hard to skip rendering some without it being obvious

  • @rahaancrao2492
    @rahaancrao24922 ай бұрын

    Congratulations, you've made really good progress. Raylib power 😊. whish list activated

  • @thewholeworldblurred
    @thewholeworldblurred2 ай бұрын

    will there be an endgame? Or like any reachable goal I mean

  • @lingonstudios
    @lingonstudios2 ай бұрын

    There will not be any end goal really in the game. On release the map will be 32k wide and 4.8k deep both up and down. So while it is possible to mine out the whole area and see that as the goal, I don't expect most players to do that, mostly just set your own goals about how far to mine and likely increase them as you reach them. The engine has technically support for a much deeper map, up to about 2 billion deep so I will extend the depth limit in future updates. I just need to accompany it with other updates that makes it feasible to mine past the current limit since the current max upgrades on the miners will not really keep up. So even the current "end" if you would call it that is going to increase. So don't expect the game to have an end in that sense. There will however also be achievements in the game. And those will be achievable without having to mine out everything, so you could see that as your end goal and completion of the game if you'd want. But I'll probably add more achievements in the new update to accompany the new content as well.

  • @thewholeworldblurred
    @thewholeworldblurred2 ай бұрын

    @@lingonstudios wow thanks for the answer, the demo was awesome btw :)