"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…
Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
131–140 of 254 posts
Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
#132"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…
Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
#133Earlier 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
Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
#134I'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…
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
#135I 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".
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
#136Earlier 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)
Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
#137Earlier 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
Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
#138I 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…
Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines
#139I 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
#140Earlier 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.