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erik
searching PlanetScale…
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22 ms
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181.
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by
erik
11y ago
I didn't think that GI was known to be in co-NP.
182.
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by
erik
11y ago
Compiling is cpu, and therefore power, intensive. The joke being that Gentoo users spend all their time compiling packages.
183.
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erik
12y ago
2 x 72 Mbps leaves a theoretical 336 Mbps of bandwidth lost to overhead, which seems pretty bad, even for USB. But I realize that dealing with multiple simultaneous streams is a harder problem than just raw bandwith. Your point about the s
184.
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by
erik
12y ago
"The bottleneck here is the USB Host controller. One USB Host can theoretically take up to 127 client, but we found out only 1-2 Cameras per host controller (PCI / PICe card) work without glitches and missing frames." Ouch.
185.
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by
erik
12y ago
I remember Kevin Kelly writing a blog post (that I can't find now) where he speculated that 30 years from now someone will come up with a clever way to get strong AI running on today's hardware.
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by
erik
12y ago
Here is an implementation of this approach from a few years ago: http://iobound.com/pareidoloop/ I experimented with doing something similar, trying to generate faces from random line drawings, but I didn't get ve
187.
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by
erik
12y ago
My thoughts exactly. I could see Apple using a similar panel for the next 27" iMac and Thunderbold Display, while using a 4k panel for the smaller iMac.
188.
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by
erik
12y ago
Are you thinking of the Cybiko? https://en.wikipedia.org/wiki/Cybiko
189.
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by
erik
12y ago
Unity provides the foundation, with the rendering, physics, and that sort of thing. We purchased a few plugins to make GUI, input, and sound management easier. We create all of our own assets, and implemented all of our own gameplay logic.
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erik
12y ago
We haven't figured out our plan yet, but we've found it very helpful when teams have shared their data, and I'd like to contribute back to the community.
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erik
12y ago
Thanks! I hope you enjoy it.
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by
erik
12y ago
3d art can take more overhead to produce, but it gives a very different aesthetic than 2d art. We were really lucky to have someone on our team with 3d art experience. At one point we did play around a little with having the camera turn and
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by
erik
12y ago
Thanks! One lesson was that we should have invested more in our tools upfront. We largely depended on Unity's built in editor to create our content. If we had built level editor tools, and an art workflow based around that, content c
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by
erik
12y ago
I would definietly recommend game jams / weekend hackathons as a way to try out game development. I always found the goal of finishing something small very quickly to be great for motivation. Our team was very fortunate to have someone
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by
erik
12y ago
Thanks for the comment and the support, I hope you like the game! The game is built with Unity, so on that side of things, a mobile port is pretty straightforward. There are some challenges though. - Performance: The game uses physics simu
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by
erik
12y ago
Thanks for the comments! The game is indeed built with Unity. 3D models and animations were created in 3DS Max. Game development was a hobby for me for a long time, with most of my experience coming from participating in 48 hour game jams,
197.
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by
erik
12y ago
I would be curious to hear about your experiences with the WiiU. Is Nintendo's digital marketplace a good place to be selling an indie game?
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by
erik
12y ago
Yes, Valve did open up access to their SDK. I don't know if it's worth investing much effort into until you have actually been accepted on to steam though. https://partner.steamgames.com/
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by
erik
12y ago
Getting on to Steam is definitely one of the biggest challenges to developing PC games. Our team was very fortunate in that our game won an award from Intel in their Level Up Demo contest. ( http://software.intel.com/sites&#x
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by
erik
12y ago
Thanks! We had a lot of fun with the idea, and seeing what we could do with it. We are also on the Humble Store at the moment. ( http://humblebundle.com/store/p/lifegoeson_storefront ) We reached out to Gog, and wo
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by
erik
12y ago
A comment I posted a few days ago about the game got some interest, so I thought I would share it with the community. The project started with a group of strangers meeting at a global gamejam event in 2012. The first prototype was super bu
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Show HN: Life Goes On, my side project game that turned into a release on Steam
(lifegoesongame.com)
160 points
by
erik
12y ago
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44 comments
203.
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by
erik
12y ago
I hope you enjoy the game! It's really hard to say what's next. There will probably be more work to do on Life Goes On first.
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by
erik
12y ago
No, that one is new to me. I'll check it out.
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by
erik
12y ago
Thanks! Knight names are a mix of a list of names, and a random name generator that pulls from a pool of first names, surnames, titles, etc. The lava heat on the rocks is indeed a custom shader, put together by our artist.
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by
erik
12y ago
We started by hacking up the 2d platform sample game project that Unity bundles. Getting started was a bit rough, and the results from the first weekend were pretty buggy. Once we got to know Unity we were pretty happy with the decision t
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by
erik
12y ago
Thanks!
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by
erik
12y ago
Life Goes On! A game, built in Unity, about sacrificing knights and using their dead bodies to solve puzzles. http://i.imgur.com/qeuo84C.jpg http://i.imgur.com/g1oFM31.jpg http://i.imgur.com/
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by
erik
12y ago
One of the ways that Unity appeals to indies though is the free tier. You can get started with Unity without paying anything at all. And if your project gets serious, then paying the monthly fee isn't such a large barrier. That'
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erik
13y ago
Oh, the split key Model M. Very nice. For anyone having problems with the links, the public urls are: http://www.flickr.com/photos/obra/8410679346/ http://www.flickr.com/photos/obra/
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