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ItsFirefly

HN member
Joined
Sun, Dec 22, 2019, 3:38 PM UTC
HN karma
363
Public activity
63 items

About ItsFirefly

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Recent public activity

  1. comment
    Comment #36490622

    Sorry to self-promote, but, Angeldust ( https://angeldu.st ) is a single, persistent, real-time voxel world going for about eight years now. Can handle 300+K players on a single se…

  2. comment
    Comment #28729652

    Angeldust, my 'fast and efficient' video game was on the HN front page for days in 2019: https://news.ycombinator.com/item?id=21858226 I now present the first, native, optimized bu…

  3. story
  4. comment
    Comment #21953982

    I didn't really use many external resources during development, most of the time I'm just "winging it" and acting towards a goal that I have in my mind. Coming up with a naive solu…

  5. comment
    Comment #21905822

    Thanks for the elaboration, I get that the design just doesn't do it for you personally. Did you already see that the game's also available in a highly abstract "Cartoon" visual st…

  6. comment
    Comment #21898170

    Go for it! If you already have OpenGL experience—doesn't matter what level—you "only" have to add a bit of basic 3D world math and input handling. I found SDL ( http://libsdl.org )…

  7. comment
    Comment #21883468

    It's ridiculously hard to come up with an answer to this seemingly simple question. I've tracked my time usage pretty meticulously by version number, but for most features I had to…

  8. comment
    Comment #21872893

    Sorry for taking a while to reply—I contacted Apple support and it seems like the issue is out of my control. For both you and the GP comment I'd like to refer you to my reply here…

  9. comment
    Comment #21872869

    Sorry for taking some time to reply in full, but I wanted to wait for an official answer from Apple support. Apple informed me that: "[Y]our apps … are available worldwide and func…

  10. comment
    Comment #21871333

    Angeldust has practically zero level of detail (LoD) and has no occlusion culling. "Almost zero LoD" means that geometry is always rendered at full resolution, but subtle vertex-sh…

  11. comment
    Comment #21871291

    I think your first question is actually supposed to be: what if a single (not two) entity is modified from multiple chunks? All external effects that can happen to an entity are wr…

  12. comment
    Comment #21871241

    I considered it, then dropped it. The Google Play Store definitely has a mechanism of adding more data/bundles to your application, but (when I investigated this) you'd need to dra…

  13. comment
    Comment #21868112

    Really getting into the nitty-gritty here. If an entity migrates to an inactive chunk, I keep the entity "on hold" and add a "chunk set mutation" to the active chunk set so that th…

  14. comment
    Comment #21867422

    You might have noticed I already took a looong time to formulate a reply to your questions. And I'm still not sure how to approach them, so I'll reply to the last part first. Curre…

  15. comment
    Comment #21867378

    Pick your poison; I also have a Twitch channel: https://www.twitch.tv/AngeldustLive I'm not a social media user and I currently don't keep a public blog. There are many interesting…

  16. comment
    Comment #21864218

    Oof! I'm the designer and art director myself. Please elaborate a bit as "colors and textures fighting each other" doesn't give me the slightest clue as to what you perceive as pro…

  17. comment
    Comment #21863407

    You can read a bit about the Angeldust backend architecture in this comment chain (I have no idea what to call this): https://news.ycombinator.com/item?id=21858618 The Second Life …

  18. comment
    Comment #21863343

    I hope you enjoy the experience! To be honest I think Angeldust is a video game tailored for non-gamers. Most people playing Angeldust that I know in real life are not gamers by an…

  19. comment
    Comment #21863330

    Thanks, I took a look. They look geared specifically to getting Unity engine projects "ported". Porting my (non-Unity) code is the least of my worries; I'm already maintaining abou…

  20. comment
    Comment #21863253

    I'd say: have fun! With Angeldust being a shared, persistent, open online world it's a pretty cool place to make friends and work on building projects together. You can leave a per…

  21. comment
    Comment #21862922

    Attaching a price tag it (done!) and trying to spread the word through relevant channels (in progress). Posting on Hacker News has been a thoroughly enjoyable process so far and I …

  22. comment
    Comment #21862909

    Don't sweat it! I did get an older version of Angeldust running on OpenBSD with pledge and unveil without problems. It's just not a market I can comfortably cater to at the moment.…

  23. comment
    Comment #21862868

    Since your message popped up right at the top I'm going to reply to it, hopefully summarizing my view on this and addressing the lively discussion about the game's name. There is a…

  24. comment
    Comment #21862759

    Don't worry about a thing. Over the years I've come to appreciate feedback in any shape, way or form. Anyone taking the time to reflect on my product, my work or me as a person is …

  25. comment
    Comment #21862738

    Migrating requires downtime since the game server runs as a monolithic entity. I migrate between dedicated servers and VPSes based on expected demand. Right now we're running on bi…