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Show HN: Lyceum – An MMO game built with Zig and Erlang

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11–20 of 72 posts

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#11
I'm confused by the use of a 10,000 poly model for a tile instead of a flat (2 poly) square. I didn't even realize there were changes in its height from the animation on the page. Was it just to test things out and you plan to go to a full terrain later?

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#12

Will the game evolve further, and what is its future?

The main 3D part of the game is now on pause. We'll implement minigames (2D ones) leveraging all the current game's Zig and Erlang pieces. After getting that done, we may return to developing the main game.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#13

I'm confused by the use of a 10,000 poly model for a tile instead of a flat (2 poly) square. I didn't even realize there were changes in its height from the animation on the page. Was it just to test things out and you plan to go to a full terrain later?

Former case. Just testing things out. We will for sure have to either learn Blender and this ecosystem or find someone with this skill set.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#14
post #10

Its always nice to see people experimenting with different technologies. I'm curious about Erlang server, do you see any advantage or features that Erlang provides, compared to for example if the server was running in Python via multiple instances?

We haven't touched the distributed part of the game, but our understanding is that when that time comes, it will be easier to use the BEAM approach given that it was made for this purpose.

Given the experience so far, it seems that using Erlang was the correct choice, not only because of the above, but also because Erlang made the server implementation way easier than we thought.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#15
post #7

Pretty amazing effort, this looks like a great labour of love! I can't give feedback on the code/technology, but on the writing on the lore section, I would try to simplify the writing. For instance the following: > The reverberations of the trumpet stirred the knights from their deep repose, igniting a tumultuous awakening. With swords unsheathed and hearts ablaze, they clashed in a thunderous symphony of war, each…

It's definitely a matter of taste. The first version has flavor, the second is flat. The first reminds me of the style of writing that got me hooked on MUDs.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#17
post #7

Pretty amazing effort, this looks like a great labour of love! I can't give feedback on the code/technology, but on the writing on the lore section, I would try to simplify the writing. For instance the following: > The reverberations of the trumpet stirred the knights from their deep repose, igniting a tumultuous awakening. With swords unsheathed and hearts ablaze, they clashed in a thunderous symphony of war, each…

The colorful version is better.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#18
post #14
post #10

Its always nice to see people experimenting with different technologies. I'm curious about Erlang server, do you see any advantage or features that Erlang provides, compared to for example if the server was running in Python via multiple instances?

We haven't touched the distributed part of the game, but our understanding is that when that time comes, it will be easier to use the BEAM approach given that it was made for this purpose. Given the experience so far, it seems that using Erlang was the correct choice, not only because of the above, but also because Erlang made the server implementation way easier than we thought.

I see now, you are sending messages directly to Erlang server so you don't have to worry about network sockets.

In my experience the issues with Erlang come with working with data structures, records are not flexible and there is not much one can do to abstract the boilerplate.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#19
post #18
post #14

Earlier quoted context omitted.

We haven't touched the distributed part of the game, but our understanding is that when that time comes, it will be easier to use the BEAM approach given that it was made for this purpose. Given the experience so far, it seems that using Erlang was the correct choice, not only because of the above, but also because Erlang made the server implementation way easier than we thought.

I see now, you are sending messages directly to Erlang server so you don't have to worry about network sockets. In my experience the issues with Erlang come with working with data structures, records are not flexible and there is not much one can do to abstract the boilerplate.

We are using maps all over the place in the server, and so far nothing has been annoying.

I gotta say though that lack of infix custom operators for the monadic bind is a pain.

Re: Show HN: Lyceum – An MMO game built with Zig and Erlang

#20
post #7

Pretty amazing effort, this looks like a great labour of love! I can't give feedback on the code/technology, but on the writing on the lore section, I would try to simplify the writing. For instance the following: > The reverberations of the trumpet stirred the knights from their deep repose, igniting a tumultuous awakening. With swords unsheathed and hearts ablaze, they clashed in a thunderous symphony of war, each…

Maybe we could throw a "lurgid bee" in there somewhere?
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