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samiv
searching PlanetScale…
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27 ms
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361.
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by
samiv
2y ago
There's no single answer to this, it all depends on the game, the engine and the team(s) executing the engine and game. Some typical ways to divide this though is Some org has "engine" team and "game" team. Engine t
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samiv
2y ago
Yep this is of course one possible way too. Make a game from scratch but don't make an engine. I personally I'm not capable of executing this strategy because my mind is always thinking in terms of abstractions and how to make thi
363.
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samiv
2y ago
"I think the trap people fall into is to have things be overly specific in the name of optimization they never get to achieving anyway." Yes I agree, writing a specific functionality in the engine does allow for more optimal perfo
364.
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samiv
2y ago
To anyone thinking about writing a game engine. I've been cranking on a 2D engine for over 4 years and have put thousands of hours of work into it. My summary: If you want to write a game, just write a game. Don't start with your
365.
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samiv
2y ago
Just for giggles I collected some links here to some of the less known projects and engines (outside Unity, UE and Godot) The market is well saturated indeed! https://www.adventuregamestudio.co.uk/ https://twine
366.
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samiv
2y ago
Don't want to be a bother but if had the time I'd love to hear your thoughts on this https://github.com/ensisoft/detonator It's a (2D only) game engine I've been putting together for years and obvio
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samiv
2y ago
Thanks for the link.
368.
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samiv
2y ago
Who says the author is looking for "success" the same way you seem to think. Perhaps just writing it for their own enjoyment, fun or learning is success enough? After all, anyone who takes a look at the games and game engine marke
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samiv
2y ago
Two years is not much. I've worked on mine for over 4 years by now ;-) https://github.com/ensisoft/detonator Too bad there's no actual technical information about the authors engine.
370.
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samiv
2y ago
The age of the project or the development status of the project does not matter, what matters is the user base. If you build anything that accumulates users, business interests will be aroused at some point. Business people don't give
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samiv
2y ago
I'm already speculating that sooner or later in the future this project will end up pivoting to chromium as the underlying engine. I can think of two reasons for this - money is involved and someone buys them out / influences the
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samiv
2y ago
This might come off as a surprise to some people but getting good performance with Vulkan (compared to say OpenGL) isn't trivial because: the Vulkan driver is missing that ~20k loc of code that OpenGL driver does for you to set up the
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samiv
2y ago
Good question. But essentially because things started out small and then grew from there. Going forward being able to have seamless integration between the scripting and rest of the editor is a key differentiator and value added. For exampl
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samiv
2y ago
Right now on Lua 5.4.2 I've had some success by tuning the GC with `collectgarbage('setpause', 100)` and then manually calling ` collectgarbage('step')`every once in a while. That being said this problem isn'
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samiv
2y ago
I've embedded Lua in my game engine and I'd say that - performance is a joke - GC can cause really bad hick-ups - loose runtime typing makes it hard to build static tooling for developer support - lack of predetermined m
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samiv
2y ago
Thanks for this comment, this thing you mentioned "micro stutter" is something that has had me really scratching my head in my game engine project! Do you have any comment whether frame blending (actually using a mix of two frame
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Show HN: Detonator2D a 2D game engine and editor
(github.com)
4 points
by
samiv
3y ago
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