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

racenis.github.io

131–140 of 254 posts

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

#131
post #39
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…

In isolation, isn't the quote prima facie so bad and so wrong though? We think of collections of things as single things constantly . A human is a collection of body parts, body parts are collections of chemicals, chemicals are collections of molecules, molecules are collections of atoms... and yet at each level we think of those collections as being single things. Not being able to do that is just... absurd. The pro…

Yes! In programming speak, you're talking about levels of abstraction.

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

#132
post #39
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…

In isolation, isn't the quote prima facie so bad and so wrong though? We think of collections of things as single things constantly . A human is a collection of body parts, body parts are collections of chemicals, chemicals are collections of molecules, molecules are collections of atoms... and yet at each level we think of those collections as being single things. Not being able to do that is just... absurd. The pro…

I think the point is that a body is obviously and intuitively a thing, and doesn't need any pretending. Whereas take something like a marketing brand that has been spread too thin over a bunch of disparate products, everyone has to pretend really hard that it is one thing.

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

#133

Earlier quoted context omitted.

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

Are there any Godot FAQs or documentation with "blessed" paths for the various mainstay gamedev needs?!

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

#134

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…

The other thing to remember is the games and the engines built together handle each other - Doom couldn't have a floor above another floor (engine limitation because of CPU limitations) so the level designers created tricks to make it feel like it did. When you're designing both you can take advantage of features you add but also avoid the ones you can't do well - or even change the art style to "fit" the engine - pi…

Oh, absolutely. I maintain the engine for my video game and it's ultra-minimal tailored to my needs. That leads to better performance, and a much slimmer build size. (currently sitting at ~900KB for the optimized build of a nontrivial game, assets bundled separately). It's also a better development experience, imo.

My argument was mainly about these more generalized engines, like raylib, 'Tramway', or Source.

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

#135
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".

If bufferbloat is increased latency caused by excessive use of increasingly available RAM, then turbobloat is increased latency caused by excessive use of increasingly available CPU.

Certain vintage hardware had a "turbo" button to unleash the full speed of the newer CPUs. The designers blind to the horrors of induced demand.

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

#136
post #71

Earlier quoted context omitted.

>But also a convenient excuse to sell more ramm and disk space 'for the textures'. Except different companies sell different things. This is like the conspiracy that women's pants don't have pockets to sell more purses.

"This is like the conspiracy that women's pants don't have pockets to sell more purses." Oh my god, this explains everything! (btw. I recently learned, that the 9/11 inside job conspiracy evolved. Nowdays the standard theory is, that there were not even planes in the first place, just bombs and smoke)

[flagged]

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

#137

Earlier quoted context omitted.

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

Man maybe I should have started with unity but I’m such a fucking hipster I just never go with the popular thing. Ultimately happy I don’t have to worry about the licensing BS and I still get to claim hipsterdom, but it’s clashing with my desire to work in ways that make sense to my poo brain.

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

#138

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+

> but most programs feel actually slower than before I feel like this is only true for people who happened to luck out with slightly overpowered hardware in very specific time periods. As someone who used pretty average hardware in the windows 98/2000/xp era as a teenager even a low end modern laptop with an ssd running Windows 10/11/KDE/Gnome/Whatever is massively more responsive even running supposedly bloated weba…

Well... I recommend you to try an old Amiga 1200 . You will find a big surprise how this 20 Mhz machine it's highly responsive, and boots faster that any current machine with Windows 10/11. However, it would not look fancy to our current eyes.

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

#139
This is a really cool project, and I love the writing style.

I am also in the early days of writing a very primitive 2.5D Raycasting engine [0] (think Wolfenstein3D) and have just got to texture mapping. Very fun

Its open source and written in C, a pretty small and easy to follow codebase so far

[0]- https://github.com/con-dog/2.5D-raycasting-engine/blob/maste...

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

#140
post #85
post #19

Earlier quoted context omitted.

I think this is because of how extremely cleverly they picked the art style for the game. You have a lot of diffuse surfaces for which prebaking the lighting just works. Overcast skies allow for diffuse ambient lighting rather than very directional lights, which force angle-dependent shading and sharp high contrast shadow outlines. And the overwhelming majority of glossy surfaces are not too shiny which also helps ou…

There's been a rumor going around that developers move away from prebaked lighting primarily because it complicates their workflow.

Prebaked lighting is a rather crude approximation that only looks good in certain scenarios. Correct dynamic indirect lighting provides a much better integration between different scene elements and better spatial cues. Movable and static objects can share the same lighting model and you don't get an immersion breaking situation where e.g. the one door that you can open in a hallway stands out because it has worse lighting. It is an overall win, not just during production.
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