Viewing profile — insraq
insraq
HN member- Joined
- Mon, Jul 04, 2011, 10:21 AM UTC
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About insraq
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Recent public activity
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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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