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geneotech
searching PlanetScale…
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Show HN: Esports shooter on the Web in C++. I rely on floating-point determinism
(hypersomnia.io)
4 points
by
geneotech
2y ago
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0 comments
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Show HN: I made a Web shooter in C++ with no engine. Fully deterministic netcode
(hypersomnia.io)
10 points
by
geneotech
2y ago
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0 comments
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by
geneotech
3y ago
Hey there, thank you so much for the kind words! - I have done various gamedev jobs over the years, the most recent being gameplay programming for this minigame in PUBG: https://www.youtube.com/watch?v=tSP5P0QGWa4 I managed
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geneotech
3y ago
Love to hear it! Sorry about the MacOS incident, I haven't launched it in ages as we play on Windows and Linux pretty much 100% of the time, I'll see what I can do to fix it :)
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geneotech
3y ago
Oh, thanks a lot for the catch! Fixed it immediately.
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geneotech
3y ago
Indeed, such a rigid struct-based "ECS" is basically how most non-ECS games do it, but using components to compose game objects, if you say put them into std::tuple, makes it easy to to later call e.g. a generic lambda only on vec
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geneotech
3y ago
Thank you! The approach you describe is indeed the "final form" of a brutally data-oriented ECS, but my method is a bit simpler - e.g. if the game has: struct player { components::transform transform; components::health health;
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by
geneotech
3y ago
Hey there, a little clarification - I don't claim that I came up with ECS itself, only a particular implementation of it that is very memory efficient, and Unity's patent concerns a specific implementation as well - sorry if that
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geneotech
3y ago
Thank you! That's interesting, I did write an article on SE about ECS back in 2013, but I think it's the first I ever published a proper piece on networking - I do link to an important Glenn Fiedler's blogpost when describing
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Show HN: Open-source shooter which made it to AC: Valhalla and Skydio drones
(github.com)
270 points
by
geneotech
3y ago
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45 comments