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Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

racenis.github.io

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Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#111
post #78
post #25

"A thing should be a thing. It should not be a bunch of things pretending to be a single thing. With nodes you have to pretend that a collection of things is a single thing." Just want to say this line was great, very Terry Pratchett. Feels like something Sam Vimes would think during a particularly complex investigation. I love it and hope you keep it moving forward. Haven't gotten a chance to mess around with it, bu…

I think the paragraph after is really interesting: “Also when creating things with nodes, you have to go back and forth between node GUI and code.” You can see Godot’s Node/GDScript setup as a bit of a response to this argument. Or, they try to make the “going back and forth” as seamless and integrated possible with things like the $ operator and autocomplete. That said, I do think at the end of day, the “thing is a…

I’ve been trying to learn godot for years and I’m not doing so hot. This chatter feels very relevant to my struggles but I’m not the best with software design, so what do I know? I was in a tizzy the other day and spammed my thoughts out about it, I hope it’s relevant here.

trying to wrap my head around using scenes vs. nodes in something simple like a 2d platformer.

Platforms:

My thinking: I'm gonna be using a ton of platforms, so it'd make sense to abstract the nodes that make up a platform to a scene, so I can easily instance in a bunch.

Maybe I'm already jumping the gun here? Maybe having a ton of an object (set of nodes) doesn't instantly mean it'd be better off as a scene?

Still, scenes seem instinctually like a good idea because it lets me easily instance in copies, but it becomes obvious fast that you lose flexibility.

So I make a scene, add a staticbody, sprite, and collision shape. I adjust the collision shape to match the image. Ideally at this point, I could just easily resize the parent static body object to make the platform whatever size I want. This would in theory properly resize the sprite and collision shape.

But I am aware it's not a good/supported idea to scale a collision shape indirectly, but to instead directly change its extents or size. So you have to do stuff based on the fact that this thing is not actually just a thing, but several things.

This seems like a bad idea, but maybe one way I could use scenes for platforms is to add them to my level scene and make each one have editable children. Problem with this is I'd need to make every shape resource unique, and I have to do it every time I add a platform. This same problem will occur if I try duplicating sets of nodes (not scenes) that represent platforms, too. Need to make each shape unique. That said, this is easier than using scenes + editable children.

Ultimately the ‘right’ way forward seems to be tilemaps, but I wanted to understand this from a principles perspective. The simple, intuitive thing (to me) does not seem possible.

When I ask questions about this kind of stuff, 9/10 times the suggestion is to do it in a paradigmatic way that one might only learn after spending a lot of time with an engine or asking the specific question, rather than what I would think is a way that makes dumb sense.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#112

I'm starting to believe there is an external force that drives down the quality of game engines over time. In most tech, the things that catch on are the things that are the easiest to develop curriculum for. The shape of a node-based editor like Unity is uniquely suited to explaining over a number of classes. (Source: I had to learn Unity at my University) On the other hand, an engine like raylib can be grokked in a…

A guy who worked on Bioshock (lead design?) said in an interview:

"At work if we want to experiment with a new idea I have to assembly a team, and spend at least a month before we have something we can work with. Meanwhile, at home, I can make a whole Doom campaign in one evening."

(quoting from memory, sorry)

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#113
post #27

I wholeheartedly agree with the turbo bloat problem. Machines are so much more powerful nowadays, but most programs feel actually slower than before. Very cool project. And the website design is A+

I don't understand the term "turbobloat", never heard it before (and I've made games), the author doesn't define it and a quick search returns the submission article on Kagi, while nothing relevant at all on Google. So, what does it mean? Just "very bloated"? Edit: Reading around on the website and seeing more terms like "Hyperrealistic physics simulation" makes me believe it just means "very bloated".

Because of that factor, I'm not quite sure what's going on with the article or comments here altogether.

If you gave it to me in a cleanroom and told me I had to share my honest opinion, I'd say it was repeating universally agreeable things, and hitching it to some sort of solo endeavor to wed together a couple old 3D engines, with a lack of technical clarity, or even prose clarity beyond "I will be better than the others."

I assume given the other reactions that I'm missing something, because I don't know 3D engines, and it'd be odd to have universally positive responses just because it repeats old chestnuts.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#114
From the perspective of someone who's dabbled in 3D graphics, and has made an engine for 3D visualizations for my science projects:

What is blocking this from high resolutions, and dynamic or smooth lighting? The former is free, and you can do the latter in Vulkan/Dx/Metal/OpenGl etc using a minimal pixel and fragment shader pair.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#115
post #50

It only supports up to 800x600 resolution? For real? I know people like low res games and this is targeting old hardware but that is surprisingly low to me given the touting of how optimized this is.

Think of it as a fantasy console, like pico-8 which despite the extreme restrictions is home to some incredible content that of which exceeds many big studio engines. The imposed ceiling now allows a solo dev or a team to now concentrate on delivering gameplay and vivacious content instead of graphical gimmicks which eat resources both for the consumers and creators. Nobody argues that FTL, Minecraft, baba is you, St…

Minecraft is a bad example. It uses low resolution textures, but the screen resolution is as big as your display. I'm not even sure what the maximum is.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#117
post #78

Earlier quoted context omitted.

I think the paragraph after is really interesting: “Also when creating things with nodes, you have to go back and forth between node GUI and code.” You can see Godot’s Node/GDScript setup as a bit of a response to this argument. Or, they try to make the “going back and forth” as seamless and integrated possible with things like the $ operator and autocomplete. That said, I do think at the end of day, the “thing is a…

I’ve been trying to learn godot for years and I’m not doing so hot. This chatter feels very relevant to my struggles but I’m not the best with software design, so what do I know? I was in a tizzy the other day and spammed my thoughts out about it, I hope it’s relevant here. trying to wrap my head around using scenes vs. nodes in something simple like a 2d platformer. Platforms: My thinking: I'm gonna be using a ton o…

Honestly this is the kinda stuff that put me off Godot. A million ways to do things and they all seem bad or feel like they’re going to shoot me in the foot later. Somehow I never had these issues in Unity

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#118
Could call it Mega McBloatface(?)

The demo(s) should be linked from the page so that HN can complaint that the game is to hard.

https://racenis.itch.io/sulas-glaaze

https://racenis.itch.io/froggy-garden

It runs well in Firefox on my low end laptop.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#119

From the perspective of someone who's dabbled in 3D graphics, and has made an engine for 3D visualizations for my science projects: What is blocking this from high resolutions, and dynamic or smooth lighting? The former is free, and you can do the latter in Vulkan/Dx/Metal/OpenGl etc using a minimal pixel and fragment shader pair.

There's literally nothing preventing you from dragging the edge of the engine window and resizing it, or calling the screen resize function from the C++ or Lua API.

That bit about 24-bit color and 800x600 resolutions was mostly meant to be a fun nod to promotional text that you could find on the backs of old game boxes.

The default renderer for the engine is meant to emulate what you could achieve with a graphics card that has a fixed-function graphics pipeline.

I'll do more modern renderer later, for now I am mostly focusing on the engine architecture, tools and workflows.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#120
post #65
post #47

Earlier quoted context omitted.

This quote is likely intended for people who've tried other solutions and disliked them, but as someone who's never used a game engine of any kind, I'd appreciate someone giving me an ELI5 of how "nodes" relate to "pretending that collections of things are things." Is the problem here that using a nodal editor encourages/incentivizes you through its UX, to assign properties and relationships to e.g. a `Vector` of `Fi…

In a node-based engine, everything is just a graph of mostly ready-to-use nodes, all you do is create nodes, parent them, delete them; behavior can be attached to specific nodes. There may be no clear boundary where an entity "begins" and where it "ends", because everything is just a bunch of nodes. I'm not sure why the author is against it, in a proper engine you can quickly prototype mechanics/behaviors by just reu…

There may be no clear boundary where an entity "begins" and where it "ends"

Is this useful to not know where the boundaries are? Sounds like it can become a night mare.

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