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Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
Hello everyone, I would like to see if there is any interest in this little project that I have been working on for the past few years.
Could be relevant, seeing the direction in which the mainstream game engines are going.
I didn't really like any of the already existing options, so I tried to make my own and it turned out to be easier than expected.
It's sort of like a low-budget Unreal/Source, but with open-world streaming support and it is free and open source. Very old-school. But optimized for more modern hardware. Very fast too.
Still not production ready, but it seems like it is mostly working.
I want to finish a few larger projects with it to see what happens.
Btw, the name is probably temporary.
- to-too-two 2y agoDamn this looks sweet! I’m gonna check this out. Cool project!
- whalesalad 2y agoJust wanna say the website aesthetic is legendary. Very on brand.
- lawlessone 2y agomakes me feel like a kid again.
- bigstrat2003 2y agoExcept that it would be way better if it wasn't arbitrarily limited to a tiny column. I have a large screen, use it please. Don't make me dig into the developer console to undo your fixed width in order to have a pleasant reading experience.
- whalesalad 2y agodude it's period correct just hit ctrl/cmd and plus and zoom in like the rest of us.
- bigstrat2003 2y agoBut it's not even period correct! A website of that era would've filled the entire screen no matter what the size, because hobbyists weren't doing weird layout shenanigans.
- anentropic 2y agoNonsense, it was common to have fixed-width layout (and design for 800x600 pixels screen res, maximised browser window)
- throwaway314155 2y agoSeems pretty entitled if you ask me.
- bigstrat2003 2y agoI don't think it's entitled to point out that someone's choices make for a bad user experience. I'm not putting OP on blast and calling him the worst person in the world, I'm simply saying "this is really unpleasant, hopefully you change it to be better".
- Dylan16807 2y agoLots of people don't think super wide text is pleasant.
- 999900000999 2y agoLicense? You've obviously put a lot of effort into this, but I'm always lost at how people publish something open source and forget to actually put a license on there. Since now it's technically closed source, hypothetically if you become a monk in the woods next week no one else can fork your code
- 0xdeadbeefbabe 2y agoI like the name. It's the SDK that gives the name meaning anyway.
- CodeCompost 2y agoThis sounds pretty cool! I like the name too, I would keep it like that.
- andai 2y agoThis is really cool. You should organize a game jam for it. How is the wasm support? My main issue with Godot was large bundle sizes and slow load times. (GameMaker kicks its ass on both, but I never got the hang of it.)
- racenis 2y agoI would say that it is way too early for a game jam. The webassembly builds seem to work fine. A basic project would take up around 20MB and takes a couple of seconds to load in, so it's not great, but then again I haven't done any optimizations for this.
- andai 2y ago>too early for a game jam All the more reason! Then you'd fix it faster ;)
- pelagicAustral 2y agoCan this be used as an alternative to Hammer to develop HL maps/mods?
- amlib 2y agoIt showed trenchbroom being used to make maps and I don't think that can be used to develop goldsource maps, so most likely not.
- robertlagrant 2y agoI replayed Half-life 2 recently and was struck, even without high-res texture packs, how amazing the game still looks today.
- GrantMoyer 2y agoHalf-life 2 has received multiple updates to shading and level of detail since it was released, so it looks a little better than it did at release. Still, it was already a visually impressive game at release.
- gmueckl 2y agoI think this is because of how extremely cleverly they picked the art style for the game. You have a lot of diffuse surfaces for which prebaking the lighting just works. Overcast skies allow for diffuse ambient lighting rather than very directional lights, which force angle-dependent shading and sharp high contrast shadow outlines. And the overwhelming majority of glossy surfaces are not too shiny which also helps out a lot. All of these are believable choices in this run-down, occupied, extremely dystopian world. And the texturing with its muted color palette pulls it all together.
- kcb 2y agoThere's been a rumor going around that developers move away from prebaked lighting primarily because it complicates their workflow.
- throwaway314155 2y agoThat rumor didn't exist 20 years ago when Half Life 2 had come out. Pre-baked was the only way to go. Now we have performant ray-tracing.
- gmueckl 2y agoPrebaked lighting is a rather crude approximation that only looks good in certain scenarios. Correct dynamic indirect lighting provides a much better integration between different scene elements and better spatial cues. Movable and static objects can share the same lighting model and you don't get an immersion breaking situation where e.g. the one door that you can open in a hallway stands out because it has worse lighting. It is an overall win, not just during production.
- rideontime 2y agoThis website rules.
- TehCorwiz 2y agoDid anyone else find the Design Patterns page? It's a score board with a goal at 100%. I love this so much.
- fidotron 2y agoI was looking for ages and still haven’t found this.
- prettyStandard 2y agoYou have to click on "Enterprise Mode" to find > Design Patterns Used > 82%
- gield 2y agohttps://racenis.github.io/tram-sdk/patterns.html https://racenis.github.io/tram-sdk/patterns.html
- fidotron 2y agoThanks! That is legitimately hilarious. This whole thing is like some massive appeal to pragmatism.
- deleted 2y ago[deleted]
- humptybumpty 2y agoLinked from the home page: ”Design patterns used 82%. When all of the patterns get used, I will delete the project and rewrite it in Rust. With no OOP.”
- rootnod3 2y agoI wholeheartedly agree with the turbo bloat problem. Machines are so much more powerful nowadays, but most programs feel actually slower than before. Very cool project. And the website design is A+
- diggan 2y agoI don't understand the term "turbobloat", never heard it before (and I've made games), the author doesn't define it and a quick search returns the submission article on Kagi, while nothing relevant at all on Google. So, what does it mean? Just "very bloated"? Edit: Reading around on the website and seeing more terms like "Hyperrealistic physics simulation" makes me believe it just means "very bloated".
- pmichaud 2y agoI took it to mean "increasingly bloated over time relative to hardware, phased in a funny, irreverent way." It's a vibe thing, not a definition thing.
- adastra22 2y agoI don’t think it is a real word. “Turbo” means “very” or more accurately “extremely,” but is typically only used in a positive context, e.g. turbocharged. That makes the turbobloated neologism ironic and funny.
- Sharlin 2y agoIt’s funny that the "turbo-" prefix is simply derived from the word "turbine", as in a turbocharger works by means of a turbine, similarly "turbojet" or "turboprop" or "turbopump", but has turned into an augmentative prefix due to the connotations, and also because of the parallelization of "turbocharger" with the earlier term "supercharger", meaning a charger powered mechanically by the crankshaft.
- mlekoszek 2y agoOntologically, it implies the existence of Turbobloat 3000.
- fidotron 2y ago> Most Unity games look like very bad, even with fancy shaders, normal mapping and other techniques. This seems to be an increasingly common point of view among those of a certain age. It is definitely the case that the art of a certain sort of texture mapping has been lost. The example I go back to is Ikaruga, where the backgrounds are simply way better than they have any right to be, especially a very simple forest effect early on. Some of the PS2 era train simulators also manage this. The problem is these all fall apart when you have a strong directional light source like the sun pointed at shiny objects, and the player moves around. If you want to do overcast environments with zero dynamic objects though you totally could bypass a lot of modern hacks.
- speeder 2y agoYes. And the thing is, some modern games ARE overcast with no dynamic lights, and then go on to use Lumen of all things. This was the case with Silent Hill remake, and that thing runs very slowly, looks WORSE on PS5 Pro, the grass looks worse than in older games and so on. Seriously, the plot of Silent Hill was invented to justify optimization hacks, you have a permanent foggy space called "fog space" to make easier to manage objects on screen, and the remake instead stupidly waste a ton of processing trying to make some realistic (instead of supernatural looking) fog.
- OCASMv2 2y agoIt's not the 90s anymore. Using basic linear fog with ultra-realistic assets would just look terribly out of place. The point about Lumen stands though. Baked lighting would have been much better in this case.
- realusername 2y agoIt's worse than that, in the Silent hill remake, everything is being rendered behind the fog too, yes you read that right, they render a whole town with complex gemetry to hide it with fog after so you see none of it.
- jameshart 2y agoMost good looking games built with Unity don’t ’look like Unity games’ so people don’t think of them as constituting an example of ‘what Unity games look like’. So the archetype for ‘what a Unity game looks like’ remains at ‘pretty rough’. The ‘art’ of making stuff look good has not been lost at all. It’s just very unevenly distributed. When a team has good model makers and good texture artists and good animators and good visual programming, it looks great, whether it’s built in Unreal or Unity or a bespoke engine or whatever.
- andrea76 2y agoCan it run on a MS-DOS machine with 640 KB of RAM?
- 0xEF 2y ago> This article will cover the usage of the framework for beginners who are either scared of C++ or just bad at it I'm in the latter camp and want to thank you for your "Getting Started" Page. The teapot appeared and I understood things I did not think I would understand. I do not have time to finish your tutorial at the moment (due to only having 30 whole minutes for lunch), but I want to, which says more about how entertaining and accessible it is than anything.
- deleted 2y ago[deleted]
- csh602 2y agoThe writeup, demos and proofs of concept, along with transparent roadmap/todos on the GitHub page are top notch. Great presentation. I definitely see myself trying this. This is evidence of a great moment in modern indie game dev: the power of fun and simple prototyping.
- tsumnia 2y ago"A thing should be a thing. It should not be a bunch of things pretending to be a single thing. With nodes you have to pretend that a collection of things is a single thing." Just want to say this line was great, very Terry Pratchett. Feels like something Sam Vimes would think during a particularly complex investigation. I love it and hope you keep it moving forward. Haven't gotten a chance to mess around with it, but I have some ideas for my AI projects that might be able to really utilize it.
- jorl17 2y agoThis quote looks like it could have been written by Alberto Caeiro, right before he would turn around and apologize for putting too much thingness into things, less they become less thingy in the eyes of us over-thingers.
- tines 2y agoIn isolation, isn't the quote prima facie so bad and so wrong though? We think of collections of things as single things constantly. A human is a collection of body parts, body parts are collections of chemicals, chemicals are collections of molecules, molecules are collections of atoms... and yet at each level we think of those collections as being single things. Not being able to do that is just... absurd. The project looks awesome though.
- CrimsonCape 2y agoAgreed. Type systems are nearly always "temporal" yet are too simply designed to address that. "Temporal" to mean that at any given slice of time during a running application all objects have a signature that matches a type. Yet most programming languages only allow compile-time analysis and "runtime" is treated as monolithic "we can't know at this point anything about types"
- devin 2y agoI think maybe it is intended as a critique of systems where the individual parts don't compose or scale particularly well, where it feels sort of hollow to call it a "system" because of how uncoordinated and inefficient it is at the "single things" layer.
- LordDragonfang 2y ago> But what if all that you really want to make is just a lowpoly horror roguelite deckbuilder simulator? Is this a reference to Inscryption?
- desireco42 2y agoI love the retro aesthetic of your website - it perfectly matches the spirit of the project. The detailed documentation and transparent roadmap on GitHub are excellent. It's clear you've put a lot of thought and effort into making this accessible for developers. Great job on the presentation overall!
- amlib 2y agoYou said it's compatible with hardware from 15 years ago, but one of the examples have the graphical complexity of half-life from about 25 years ago, could this engine be optimized further to run on hardware from that vintage or at least closer to? Would be pretty cool making games that can run on a Ryzen 9950x 32 thread monster but scale all the way down to a 1Ghz Pentium III and a Voodoo 3.
- racenis 2y agoThe oldest computer that I have tried running this engine is a HP laptop from 2008, running a 32-bit version of Windows XP. It seemed to work fine, but I did have some issues with the Direct3D 9 renderer. The renderer works fine on other computers, so I have no idea if it's a driver bug (Intel tends to have buggy drivers) or if it's a bug on my part. The biggest problem with using old hardware is drivers. Older drivers will only work on older operating systems and it's difficult to find C++20 compilers that will work on them.
- alexvitkov 2y agoYou can use modern MSVC or Clang with an old C runtime/Windows SDK. It's a pain in the ass since new compilers are way stricter with what they compile, so you get a bunch of warnings, but it will work.
- davikr 2y agoVery cool! There need to be more options for developers with lower-end boxes, for gamers with low-end hardware. Unreal Engine 5 is a lost cause nowadays without 64GB of RAM, Unity is a mess and there need to be more options than Godot.
- OCASMv2 2y agoStill waiting for bevy to get an official editor.
- mathnode 2y agoIn my youth I cut my teeth on the quake 2 sdk. And even without a 3D suite and a c compiler I could get creating. When the Rage toolkit became available, almost none of the community were as besotted with eagerness as they had done before. It was a 30GB+ download with some hefty base requirements. While rage could run on a 4 core machine, not many gamers at the time had 16 core Xeon’s and 16gb of ram! The worst the HL2 modding scene had to contend with was running Perl on windows.
- jheriko 2y agoGood. This is exactly what I've been complaining about for decades now... I also have my own engine although it needs some refurbishment. I've never quite found the time to polish it to a point where it can be sold. It also runs on tiny old devices, although if you limit yourself to desktop hardware, that means anything from the last 30 years or so. It also has a design that allows it to load enormous (i.e. universe scale) data by streaming with most often an unperceptable loading time... on the iPhone 4 in about 200ms you are in an interactive state which could be "in game". Unity and Unreal are top-tier garbage that don't deserve our money and time. The bigger practical reason to use them is that people have experience and the plugin and extension ecosystems are rich and filled with battle tested and useful stuff. bespoke big company engines are often terrible too. Starfield contains less real world data than my universe app, but somehow looks uglier and needs a modern PC to run at all. mine runs on an iPhone 4, looks nicer and puts you in the world in the first 200ms... you might think its not comparable but it absolutely is, all of the same techniques could be applied to get exactly the same quality of result with all their stacks and stacks of art and custom data - and they could have a richer bunch of real world data to go with it!
- 999900000999 2y ago>Unity and Unreal are top-tier garbage that don't deserve our money and time. The bigger practical reason to use them is that people have experience and the plugin and extension ecosystems are rich and filled with battle tested and useful stuff. Both are effectively magical sandboxes where platform support is someone else's problem. Unity is still pretty great, but it's chained to a company that has no real business plan to sustainability. Unreal is okay, but developers aren't using it right. For any bigger project you should customized the engine for your needs. Or at the very least spend some time to optimize. But we need to ship and we need to ship now. Blame the developers not the tools.
- jheriko 2y agoi've been doing this for decades and my bedroom work had never done anything but put unreal and unity to shame. from top to bottom i can not understand the ignorance of their design from a simple "a programmer is making this" standpoint, it comes from a legacy of "a rookie wannabe with too much money had a good shot and too much promotion" unreal is fucking awful, its a masterclass in how to not make: * components * hierarchies * visual scripting * networking * editors * geometry * rendering * culling * in-game ui * editor ui * copy-paste * kinematics * physics integration * plugin support * build system its just a tower of mistakes i learned not make before i dared to even enter the industry it is fantastically and incredibly bad. unity is a bit similar but they add c# complexity to the mix and in the beginning that was a much bigger disaster, especially going with mono. .NET was an enormous misstep by microsoft and remains so, although it improves over time they could have just not gotten it so incredibly wrong to start with. i could go on. i definitely blame the developers. of the terrible tools, i couldn't make that badly at most points in my career including the super early days in some cases. they are also hard to fix because of the staggering depth of the badness. if you would like more specifics feel free to poke, its more about not typing a wall of text than the cognitive load of knowing better, which is around zero. oh... and the garbage collection is garbage that enables incompetents to make more garbage. never needed or wanted it. i had one hard memory leak to deal with in my life in native code. and a fucking zillion in their shit fest. EDIT: i shit you not, it has not learned my first lessons from being an 8 year old trying to draw mandelbrot sets in qbasic.
- pmichaud 2y agoThis looks really cool, great work. One thing I want to preregister though: I bet against the whole Entity subclass thing. 60% of the way through the first serious-business project, you're going to RUE THE DAY. I'll look forward to seeing what people do :)
- Baguette5242 2y agoDon't understand shit, but congrats on the website. Is this React 19 ?
- bnetd 2y ago[dead]
- divs1210 2y agoNeat project! By the way, to see a great example of how a modern game can be made using the classic Half Life engine, look at the fan made game Half Life: Echoes [1]. It actually looks pretty decent, and the gameplay is top notch. [1] https://www.youtube.com/watch?v=fBQKi6vGX8U https://www.youtube.com/watch?v=fBQKi6vGX8U
- gleenn 2y agoIt only supports up to 800x600 resolution? For real? I know people like low res games and this is targeting old hardware but that is surprisingly low to me given the touting of how optimized this is.
- mathnode 2y agoThink of it as a fantasy console, like pico-8 which despite the extreme restrictions is home to some incredible content that of which exceeds many big studio engines. The imposed ceiling now allows a solo dev or a team to now concentrate on delivering gameplay and vivacious content instead of graphical gimmicks which eat resources both for the consumers and creators. Nobody argues that FTL, Minecraft, baba is you, Stardew valley, RuneScape, or dwarf fortress are not a high enough resolution.
- dmonitor 2y agoMinecraft is a bad example. It uses low resolution textures, but the screen resolution is as big as your display. I'm not even sure what the maximum is.
- poglet 2y agoI could be wrong however I believe all listed games can be run in full screen at modern resolutions.
- dmonitor 2y agoBaba is You and Stardew would require scaling because their pixel art expects a certain gridsize to encompass the screen. Factorio might as well, I'm not sure. Dwarf Fortress is played in a terminal so whether it can be stated to even have graphics is debatable.
- mlekoszek 2y ago"Some might say "just get a better computer". This is why getting a better computer is bad: 1. Affordance: A lot of people, especially from 3rd world countries are very poor and can't afford to buy hardware to run Turbobloat. 2. e-Waste: Producing computer chips is very bad on the environment. If modern software wasn't Turbobloated you would buy new hardware only when the previous hardware broke and wasn't repairable. 3. Not putting up with Turbobloat: Why spend money on another computer if you already have one that works perfectly fine? Just because of someone else's turbobloat? You could buy 1000 cans of Dr. Pepper instead." Took the words from my mouth. What a great project. Please keep posting your progress.
- Narishma 2y agoThey say that but the engine seems to require an OpenGL 4 GPU while the graphics look like something that could be done on a Voodoo card.
- lupusreal 2y agoRequires a 15 year old card (so, 2010.) Six years after Half Life 2 but looks like Half Life 1, which shipped with a software renderer (no GPU needed at all!) I fear the turbobloat is still with us.
- vanderZwan 2y agoOk, so one the one hand we have one of the most universally acclaimed PC games in history, with a team of amazing programmers and artists behind it and a 40 million dollar development budget, and which represented the cutting edge of what was possible at the time in terms of squeezing every bit of performance out of a machine. On the other we have a one-person hobbyist project that is trying to make a statement about consumerist expectations for more, more, more. If you're sincere about that comparison then I think you're missing the point. Being able to run something on fifteen year old machines is still plenty anti-turbobloat. And I suspect the 2010 requirement has more to do with the fact that it's pretty difficult to debug software for 1990s hardware that you don't have (or lack proper emulation for). And if you go back far enough one reaches a tipping point where supporting old hardware can get in the way of something running on new hardware, especially if we're talking about games, unless we're really careful about what we're doing and test on real hardware all the time. Not very realistic for a one-person side project.
- golergka 2y ago> When all of the patterns get used, I will delete the project and rewrite it in Rust. With no OOP. https://racenis.github.io/tram-sdk/patterns.html https://racenis.github.io/tram-sdk/patterns.html Love it.
- bityard 2y agoI don't know anything about game programming but I quite approve of your sense of humor.
- abhimanyu81026 2y ago[dead]
- jonny_eh 2y ago> Btw, the name is probably temporary It's announced, and the name is fine, so it'll stick :)
- smcl 2y agoYou reference "Turbobloat" and engines being "bloated" - which is to some extent fair. But it is maybe worth describing what that means to you - what features you consider "bloat" and which you have omitted from the Tramway project. To some the inclusion of an RPG framework may be considered bloat, for example, yet there is one present in Tramway.
- racenis 2y agoThat's why added it in as an optional extension. It is a part of the larger engine project, but it is completely optional. I like the C++ principle of paying only for what you use.
- smcl 2y agoUnderstandable, but the main thing was - you lean a lot on the idea of "TurboBloat" being this universally understood concept. And I think many people might have a vague feeling that a lot of modern software is slow and "bloated", but you may want to be clear on what you consider "bloat". The RPG engine was just an example of why it may not be such a universal thing, I'm not saying it's bad - but clearly you think that is not "bloat" whereas to some it might be. So it's maybe better to head this off at the pass and just write a little paragraph with some examples of bloat you have observed in other engines that you have consciously avoided in Tramway.
- irskep 2y agoracenis, what program did you use to draw the header graphic? I dream of a Mac port, but it's beyond my skills.
- racenis 2y agoI made the website header in GIMP. The logo in the repository README was made in a very old version of MS office.
- wizzwizz4 2y agoCan you add the rule: @media (prefers-reduced-motion) { .animated { display: none; } } to the page, please? no_gifs.css is alright, but I need to visit the page (and run JavaScript) before I can find and click it, and by that point the damage is done.
- ppage 2y agolove the revolving toilet
- avallach 2y agoThe filename is 'poland.gif', I wonder what's the message there.
- racenis 2y agoIt's the same GIF that's used in the polish milk soup song video.
- dcranston 2y agoIn case you missed it, have a look at the page about animation: https://racenis.github.io/tram-sdk/learn/animations.html https://racenis.github.io/tram-sdk/learn/animations.html 10/10 choice of model and animation, this website is amazing.
- pyrolistical 2y agoMakes me wonder how far can we go with simple but high quality light maps. It a practical way to bring global illumination to the masses without real time ray tracing
- superconduct123 2y agoI think a project like this is a good idea with the popularity of retro 3d games and "de-makes" now days Using a modern engine seems overkill
- amjoshuamichael 2y agoI'm starting to believe there is an external force that drives down the quality of game engines over time. In most tech, the things that catch on are the things that are the easiest to develop curriculum for. The shape of a node-based editor like Unity is uniquely suited to explaining over a number of classes. (Source: I had to learn Unity at my University) On the other hand, an engine like raylib can be grokked in an afternoon, so a university-level raylib class wouldn't work. So you have all these amateur game developers and programmers coming out of diploma mills, and all they know is Unity/Unreal, so companies hire Unity/Unreal, so universities teach it, etc. See also: Java being popular. Then of course, all these companies have wildly different needs for their Unity projects, so Unity, being a for-profit company that serves its customers and not a single disgruntled programmer, has to conform their engine. So you end up with 'turbobloat.' (amazing term, btw) The Half-Life and Morrowind engines are in a unique situation where they're put together by enthusiastic programmers who are paid to develop stuff they think is cool. You end up with minimal engines and great tech, suited to the needs of professional game developers. This seems like something that sits in between a raylib and a Unity. I haven't used it, but I worry that it's doesn't do enough to appeal to amateur programmers, but it does too much to appeal to the kind of programmer who wants a smaller engine. I could be very wrong though, I hope to be very wrong. Seems like the performance here is very nice and it's very well put together. There's definitely a wave of developers coming out frustrated from Unity right now. As the nostalgia cycle moves to the 2000's, there's a very real demand to play and create games that are no more graphically complex than Half-Life 2. Anyway, great project. Great web design. Documentation is written in a nice voice.
- spencerflem 2y agoI love library based game dev, like raylib or libgdx, but there is a reason that games like slay the spire moved to unity and then godot for their sequel. That is to say, I don't think people are using Unity because they were mistaught by complexity loving professors.
- __jonas 2y agoI’m curious, what was/is the reason? I would like to learn more about the tradeoffs people are experiencing.
- the__alchemist 2y agoFrom the perspective of someone who's dabbled in 3D graphics, and has made an engine for 3D visualizations for my science projects: What is blocking this from high resolutions, and dynamic or smooth lighting? The former is free, and you can do the latter in Vulkan/Dx/Metal/OpenGl etc using a minimal pixel and fragment shader pair.
- racenis 2y agoThere's literally nothing preventing you from dragging the edge of the engine window and resizing it, or calling the screen resize function from the C++ or Lua API. That bit about 24-bit color and 800x600 resolutions was mostly meant to be a fun nod to promotional text that you could find on the backs of old game boxes. The default renderer for the engine is meant to emulate what you could achieve with a graphics card that has a fixed-function graphics pipeline. I'll do more modern renderer later, for now I am mostly focusing on the engine architecture, tools and workflows.
- the__alchemist 2y agoGreat info! That answers my question entirely.
- 0xdeadbeefbabe 2y agoWhy aren't more people commenting about Dr. Pepper?
- 6510 2y agoCould call it Mega McBloatface(?) The demo(s) should be linked from the page so that HN can complaint that the game is to hard. https://racenis.itch.io/sulas-glaaze https://racenis.itch.io/sulas-glaaze https://racenis.itch.io/froggy-garden https://racenis.itch.io/froggy-garden It runs well in Firefox on my low end laptop.
- thetoon 2y agoThat would call for a Wii port ;)
- stevage 2y agoWait, so what is the bit about Morrowind and Half life? Doesn't seem to be mentioned anywhere.
- HeckFeck 2y agoThis is fantastic, actually. I love that this will let us create games in the late 90s FPS style but with all the niceties of modern hardware. Now if only I had any skill in 3d modelling...
- purple-leafy 2y agoThis is a really cool project, and I love the writing style. I am also in the early days of writing a very primitive 2.5D Raycasting engine [0] (think Wolfenstein3D) and have just got to texture mapping. Very fun Its open source and written in C, a pretty small and easy to follow codebase so far [0]- https://github.com/con-dog/2.5D-raycasting-engine/blob/master/README.md https://github.com/con-dog/2.5D-raycasting-engine/blob/maste...
- mr_briggs 2y agoAs someone currently working with a little team trying to make low-poly games using Godot - this is awesome! > Also when creating things with nodes, you have to go back and forth between node GUI and code. > All of the mainstream engines have a monolithic game editor. It doesn't matter how many features you use from it, you still have to wait 10 minutes for all of them to load in. These notes really resonated; the debug loop even with Godot, using minimal fancy features, felt a lot slower than other contexts I've programmed in. Multiple editors working around a single data file spec is also a cool idea! In finding that a unified IDE makes it easier for different developers to create merge conflicts, I could see having editors of a more specific purpose may also help developers of different roles limit the scope and nature of their changes. Keen to see how the engine progresses!
- gavmor 2y agoI am pretty proud of figuring out how to TDD a C# module without booting Unity for a hackathon last month. Managed to contribute my bit from an underpowered netbook. I had never written a line of C# before, but I'll be damned if I'm going to concede TDD from the CLI. I knew it could be done, and I made it work. Everybody thought I was crazy, though, and none of the sponsors' DevRel were any help. And, of course, the biggest point of friction for us, that weekend, was our beefiest machine still had to boot and reboot the damned Unity IDE for a thousand years! Incredible the fetters some folks tolerate.
- mr_briggs 2y agoI'm not very familiar with Unity and it's limitations / difficulty of this task. What challenges did you encounter and how did you solve this problem?
- gavmor 2y agoMostly its Unity's magical module loading and namespace collisions that obstructed my straight-forward approach. Apparently all files in relevant directory are interpreted on boot, with implicit dependencies made available--a collision with Unity's own Vector3, eg tripped me up when it shouldn't have been, IMO, available without explicit import.
- desertraven 2y agoThis is great! I'm wondering if there's anything on the roadmap for multiplayer support?
- pryelluw 2y agoI fucking love this! Hope some initial tutorials become available. I’ll gladly contribute some but I need a little guide to get started.
- whs 2y agoI saw "fixed function pipeline" and immediately think of RTX Remix. This could've been raytracing modded in to add Turbobloat lol
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- dxuh 2y agoI have very similar, strong opinions about game engines and I think this is a great project. I am definitely going to mess around with this after work today.
- tiborsaas 2y agoCan you make it a bit less photorealistic? I'm afraid that people would confuse reality with the games created with it and it could pose a danger to society. Do you plan to create some videos showing the process of setting up a basic example?
- alexvitkov 2y agoLove the entity init->use->yeet cycle. Fantastic terminology, may steal it. void Entity::Yeet() { yeetery.push_back(this);
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- ozornin 2y ago> It does what Godoesn't. > I am not reinventing the wheel, I am disrupting the wheel industry. I am laughing out loud
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- skilning 2y agoI can't decide if this article is satire.
- 01HNNWZ0MV43FF 2y agoTypo, "Trawmay" > Everyone always says that you "shouldn't create an open-world RPG", but that's just because they have never tried using the Trawmay SDK. Love it <3