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insraq
searching PlanetScale…
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by
insraq
5mo ago
I am recently working on a "realtime with pause" style grand strategy game using my own engine (think Europa Universalis, Crusader King, Hearts of Iron). The trick is to separate the logic simulation from other game loops (renderi
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by
insraq
1y ago
I wrote a post (rant)[1] about my experience of releasing a game on macOS as an indie dev. tl;dr: Apples goes a long way to make the process as painful as possible with tons of paper cuts. [1] https://ruoyusun.com/2023/
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by
insraq
1y ago
I have recently done an engine rewrite for my sequel game and I very much agree with this. In my postmortem[1], I wrote: > Most people think of a “game engine” as code that is shipped with the game executable. However, that’s only half o
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How (Not) to Make a Game Sequel
(ruoyusun.com)
1 points
by
insraq
1y ago
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0 comments
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by
insraq
1y ago
Just want to chime in that although this comment is a bit harsh, it does hold a lot of truth. As a game netcode engineer, most of my time is spent on latency hiding techniques and its consequences (for example, we use rollback netcode and l
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Squeezing Last Bit of JavaScript Performance for My Automation Game
(ruoyusun.com)
42 points
by
insraq
3y ago
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9 comments
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One game, by one man, on six platforms: The good, the bad and the ugly
(ruoyusun.com)
309 points
by
insraq
3y ago
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150 comments
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Modern Operating System and Vertical Space Efficiency
(ruoyusun.com)
3 points
by
insraq
3y ago
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0 comments
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by
insraq
4y ago
I am a solo indie game dev - and have released Industry Idle[1] - a factory building/supply chain management/trading sim about two years ago during pandemic where I've got some free time. Now I am working on a spiritual succe
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Using Zig as cross-platform C toolchain
(ruoyusun.com)
196 points
by
insraq
5y ago
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38 comments
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by
insraq
5y ago
No. Multithread JavaScript (WebWorker) is a bit hard to work with. So currently they are all running in the main thread, just "at separate cadences"
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by
insraq
5y ago
You are right. A heap/priority queue would be good. However the resources needs to be iterated and ticked every frame - to update the rendering data (transform) and perform culling (because the viewport might change - a player might mo
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by
insraq
5y ago
Thanks for the comment. It is indeed something I've been considering. In fact, lots of the optimization done here is to move the logic away from the game objects , which should enable the flow you've described. I ended up not doin
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by
insraq
5y ago
> Are the deliveries continuous and not bursty They are not "bursty", but they can fluctuate. Power fluctuation, fuel shortage or upstream supply chain issue could cause a building to skip a production cycle - and impact all it
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by
insraq
5y ago
Hi, the game is already doing this. As mentioned in the article, logic tick is running at a much lower frequency than rendering loop (30/60FPS). When playing in the browser and is minimized, the game will simply pause - rendering and l
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Game performance optimization – A practical example from Industry Idle
(ruoyusun.com)
98 points
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insraq
5y ago
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34 comments
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A Poor Indie's Journey to Developing and Running a Multiplayer Game
(ruoyusun.com)
2 points
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insraq
5y ago
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0 comments
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by
insraq
5y ago
I recently did exactly this for my game (Industry Idle) on Steam. I added Linux build but pinned a post that says "Linux and Mac support are considered experimental and are supported on best effort basis" ( https://steam
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by
insraq
5y ago
That name is unfortunate because there's already a hyperscript: https://github.com/hyperhype/hyperscript which is completely different (which I am quite enjoying for constructing virtual dom in pure js)
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by
insraq
6y ago
I have evaluated several "typed Lua" solutions[1]. Haxe might be a bit too heavy-weight depending on what you try to do. There're Teal and TypeScriptToLua which might be a better fit. [1] https://ruoyusun.com/
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by
insraq
6y ago
I've written some learnings after shipped my first game: https://ruoyusun.com/2018/06/15/guide-for-non-game-dev.html As a professional software dev, I've noticed that while both game dev and softwar
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Beginner's Guide to Making a Multiplayer Game
(ruoyusun.com)
2 points
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insraq
6y ago
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0 comments
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Game Networking Demystified, Part III: Lockstep
(ruoyusun.com)
2 points
by
insraq
7y ago
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0 comments
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Game Networking Demystified, Part II: Deterministic
(ruoyusun.com)
2 points
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insraq
8y ago
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0 comments
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Game Networking Demystified, Part I: State vs. Input
(ruoyusun.com)
2 points
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insraq
8y ago
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0 comments
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C#: 6 Years Later
(ruoyusun.com)
6 points
by
insraq
8y ago
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0 comments
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What I've Learnt After Making My First Hobby Game
(ruoyusun.com)
1 points
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insraq
8y ago
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0 comments
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Developer's (Game) Music Making Guide
(ruoyusun.com)
3 points
by
insraq
9y ago
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0 comments
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Venture Capital and Tech Background
(ruoyusun.com)
1 points
by
insraq
9y ago
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0 comments
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Do Product Managers Need to Know How to Code?
(ruoyusun.com)
3 points
by
insraq
10y ago
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2 comments
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