this post was submitted on 06 Mar 2025
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I'm guessing all of them loved the art when they first went into the industry, but as with every job, capitalism turns it into a slog, draining all of the passion and creativity, alienating the workers, eventually laying them off regardless of their performance because the corporations want to inflate their quarter earnings with stock buybacks. However, the passion that game devs, especially professional, have for the craft is insane. They unjustly put up with so much abuse and yet many stay to make more games. I do agree the devs that develop open source clones of popular games tend to have more passion for open source philosophy than the craft of video games themselves. If open source games received more financial backing, however, we would probably see more passion and quality in both areas.
I do find joy in small games made by indie solo devs exploring interesting areas as a hobby. King's Crook is one of those games, built in C with no third-party libraries and avoids floating-point numbers, using only integers for triangle rasterization.
Exactly my thoughts. I do admire their strength when working for their masters, because I couldn't ever imagine being in that position! Imagine what they could do if they lost their chains.
Sure, if the financial backing comes in the form of a donations without any strings attached. Sponsorships can be a deal with the devil, I know from first hand experience.
King's Crook looks like a very interesting project! I'm also writing my own 3D software renderer in a project of mine, also no libraries (the renderer at least) and written in C99/ASM and single threaded, so I'm curious how they're avoiding floating points. Too bad they don't provide source code.
I was meaning donations, or funding from a socialist state. I guess I forgot financial backing could mean manipulative sponsorships, which obviously would be risk and could damage the project.
That's pretty cool! If you have your source code public and care to share, I would like to bookmark it.
They mentioned they would consider open sourcing the project when it is finished. https://redlib.zaggy.nl/r/GraphicsProgramming/comments/vbpk3j/comment/icauijl/?context=3
They do have some parts and related projects open sourced, including a subset of the integer-only software renderer used in the game.
It's still not entirely done (missing Cubemaps) and it's only a part of a larger project. I've been working on this project off and on for the past 4-ish years.
spoiler
I'm heavily using SIMD to rasterize triangles and all the buffers (minus the frame buffer) are swizzled in a Z pattern for better cache hits. Shadow mapping is rather noisy in some cases. It also supports normal maps and specular reflections.(Excuse the text having a fully transparent background)