4 ms·
Making Sandspiel
- rmbryan 7y agoThis was worth my time: https://sandspiel.club/#dac3ceca6a45502e8dc5 https://sandspiel.club/#dac3ceca6a45502e8dc5 click play in the top right after it loads.
- andybak 7y agoHere's a nice 3D VR implementation: https://store.steampowered.com/app/632040/VR_Sand/ https://store.steampowered.com/app/632040/VR_Sand/
- pavelmark 7y agoI'm stuck at 1 fps. just me?
- buster 7y agoMy phone runs it at 15 fps.
- mrtnszr9 7y agoThis reminds me of the Clonk series [1], which both has destructable terrain and a fluid physics simulation (lava/oil/water/earth). There is also an open source remake available [2]. [1] http://www.clonk.de http://www.clonk.de [2] http://www.openclonk.org http://www.openclonk.org
- Impossible 7y agoComing from the browser, a tool into which I have personally sunk many hundreds of hours learning APIs, edge cases, and performance characteristics, it was a big surprise to see how effective a minimal programming environment for building games could be. So much complexity that we put up with is due to legacy and sunk costs! Having a background\career where I've never professionally developed software for the browser or using browser\web tools and frameworks but often interact with people that do ("sofware engineer" now is mostly people building web applications), I'm glad to see this acknowledged. The web is a great deployment platform, and browser focused tools are great for certain types of applications, but there are a lot of people that act like the browser (and by association, browser focused tools and languages) is the only way to write and deploy software. Often there are better tools available, especially if you're doing game like or simulation like software even if your main target is the browser. I've always felt most productive when building small things or prototypes in lightweight frameworks with a simple update\draw loop (Processing, Pico 8, Love 2D, C-Toy, etc.)