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insraq

HN member
Joined
Mon, Jul 04, 2011, 10:21 AM UTC
HN karma
669
Public activity
84 items

About insraq

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Recent public activity

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  2. comment
    Comment #47823691

    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 t…

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    Comment #45594636

    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 pap…

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    Comment #44039173

    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 ship…

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    Comment #43638050

    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 …

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    Comment #35139292

    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 fre…

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    Comment #30159960

    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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    Comment #30152533

    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…

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    Comment #30147101

    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 ena…

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    Comment #30146513

    > 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…

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    Comment #30146166

    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 …

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    Comment #27622368

    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 support…

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    Comment #27175800

    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 v…

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    Comment #26292753

    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 f…

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    Comment #26248110

    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 ga…

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