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Show HN: Angeldust – a fast and efficient video game

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191–200 of 204 posts

Re: Show HN: Angeldust – a fast and efficient video game

#191

Is there a Mac installer available for download? App store says the game isn't available in my region (USA)

Sorry for taking some time to reply in full, but I wanted to wait for an official answer from Apple support. Apple informed me that:

"[Y]our apps … are available worldwide and functioning as expected. If your customers are reporting issues, they may not meet the requirements for the apps or have some issues on their devices and would need to contact technical support for assistance."

I'm glad you and others reported problems with availability, but it looks to be something outside of my control. If you still want to get Angeldust on your Apple device from the App Store you might have to contact Apple to help diagnose the issue. I'm sorry that I am unable to help you.

Like I posted earlier, Angeldust is available from several other sources besides the iTunes and Mac App Store:

Itch.io (Win, Mac, Linux, Android): https://metagaming.itch.io/angeldust

Steam (Win, Mac, Linux): https://store.steampowered.com/app/488440/

Google Play Store (Android): https://play.google.com/store/apps/details?id=nl.metagaming....

Re: Show HN: Angeldust – a fast and efficient video game

#192
post #93
post #58

This game is not available in the Dutch Apple App Store :(

Same for the UK.

Sorry for taking a while to reply—I contacted Apple support and it seems like the issue is out of my control. For both you and the GP comment I'd like to refer you to my reply here with background and more information:

https://news.ycombinator.com/item?id=21872869

Re: Show HN: Angeldust – a fast and efficient video game

#193

Earlier quoted context omitted.

> For the senior citizens viewing this they might relate the term "AngelDust" with the dissociative PCP, let me assure them though, it hasn't been called AngelDust since the 70s. I don't see that connection as an issue with the game or your post. It certainly isn't doing anyone any harm, despite what others suggested in earlier comments. That said... I'm 21 years old, and I still associate "angel dust" with PCP. The…

I love your username. Do you follow any particular current of Western Ceremonial Magick?

I do not! (Sorry to disappoint - I’m a run of the mill atheist).

My name was inspired by a Gilfoyle line in Silicon Valley, which references Magick:

https://getyarn.io/yarn-clip/9481dd82-17de-4791-b110-0e58434...

(Since you’re on HN there is a good chance you’re familiar with the show - but if you’re not, the Gilfoyle character is a self-proclaimed LaVeyan Satanist)

Re: Show HN: Angeldust – a fast and efficient video game

#194

Earlier quoted context omitted.

I see. It seems sometimes we do have to live with non-deterministic behaviors or even small errors. I'm still unsure about the following question from your answers: > when some kind of mechanism mutates two entities in different chunks, which thread is chosen to run this mutation? And how does it mutate the state for the entity in the other chunk? My initial thought was this would require adding locking on every enti…

I think your first question is actually supposed to be: what if a single (not two) entity is modified from multiple chunks? All external effects that can happen to an entity are written to an atomic integer that tracks healing points, damage points and effects like poison and stunning. Angeldust currently runs on CPUs supporting atomic integers everywhere, so this doesn't have to fall back to mutexes. On platforms/co…

Thank you again for all the explanations!

Re: Show HN: Angeldust – a fast and efficient video game

#195

Earlier quoted context omitted.

These guys help indies port to consoles, maybe they have a few tips? https://do-games.com/

Thanks, I took a look. They look geared specifically to getting Unity engine projects "ported". Porting my (non-Unity) code is the least of my worries; I'm already maintaining about ten different build toolchains. I anticipate most problems in the Nintendo Switch platform rules and guidelines that I'm completely unfamiliar with as of yet. And I lack the hardware to test. But now that I'm forced to think more about it…

If you can't afford a proper dev-kit you might be able to find an older switch model that you can exploit, which will allow you to write and run code for it without the need for an official dev kit.

Re: Show HN: Angeldust – a fast and efficient video game

#196
post #126

Awesome job. I'm working on a game with some similar technical challenges (landscape is based on actual Earth though) and backend is in Java. I'll see if I can get my friends to play.

Is the game similar to something like Terra Mango ( https://terramango.com )?

It's similar.

Re: Show HN: Angeldust – a fast and efficient video game

#197
post #23

What are the advantages of using your custom engine instead of unity, unreal engine?

My vision was to make an "all-inclusive" product where people with ancient hardware would be able to enjoy a modern-day product. All existing engines focus on modern specs like OpenGL 3.x, 64-bit processors and operating system versions that I am not even able to run on some of my own devices. In addition I have complex, dynamic geometry to render. And I wrote a custom, fixed-precision integer math library to prevent…

How long did the client side engine take to build, if you had been able to do it full time?

Re: Show HN: Angeldust – a fast and efficient video game

#198

Earlier quoted context omitted.

My vision was to make an "all-inclusive" product where people with ancient hardware would be able to enjoy a modern-day product. All existing engines focus on modern specs like OpenGL 3.x, 64-bit processors and operating system versions that I am not even able to run on some of my own devices. In addition I have complex, dynamic geometry to render. And I wrote a custom, fixed-precision integer math library to prevent…

How long did the client side engine take to build, if you had been able to do it full time?

It's ridiculously hard to come up with an answer to this seemingly simple question. I've tracked my time usage pretty meticulously by version number, but for most features I had to develop the server-side, client-side, website and network simulator code simultaneously. Developing this (or any) game I think isn't a process where you build the server first, then build the simulator and then build the client. It's building v0.0 for all parts, then v0.1 for all parts and onwards where all parts gain features in lockstep.

For Angeldust I've done dozens of updates, each and every single one building upon the existing base. Looking back it's amazing to see that the product evolved in an almost linear fashion from v0.0 all the way to the current version without ever having to drop or redo features. But because the product evolved as a whole I can not really distill a time estimate for only the "client side engine".

I mean: would you consider testing the client side engine part of client side engine development? For testing you need a working server. For which you "need" a working network simulator. It's dependencies all the way down.

And how about translation work for in-engine strings, updating shared libraries and frameworks, issue tracking, writing the asset conversion toolchain (which needs assets, which need integration). It's very hard to come up with any solid number. Maybe if you can severely limit your question's scope I can come up with an educated guess.

Re: Show HN: Angeldust – a fast and efficient video game

#199

Earlier quoted context omitted.

How long did the client side engine take to build, if you had been able to do it full time?

It's ridiculously hard to come up with an answer to this seemingly simple question. I've tracked my time usage pretty meticulously by version number, but for most features I had to develop the server-side, client-side, website and network simulator code simultaneously. Developing this (or any) game I think isn't a process where you build the server first, then build the simulator and then build the client. It's build…

I think all that counts. I guess I’m just tempted to make a game engine as a hobby project. I made an OpenGL renderer in uni once (it was fun), but I don’t really know what the scope would be to extend it substantially - obviously, not to “unreal” levels or anything even close

Re: Show HN: Angeldust – a fast and efficient video game

#200

Earlier quoted context omitted.

It's ridiculously hard to come up with an answer to this seemingly simple question. I've tracked my time usage pretty meticulously by version number, but for most features I had to develop the server-side, client-side, website and network simulator code simultaneously. Developing this (or any) game I think isn't a process where you build the server first, then build the simulator and then build the client. It's build…

I think all that counts. I guess I’m just tempted to make a game engine as a hobby project. I made an OpenGL renderer in uni once (it was fun), but I don’t really know what the scope would be to extend it substantially - obviously, not to “unreal” levels or anything even close

Go for it! If you already have OpenGL experience—doesn't matter what level—you "only" have to add a bit of basic 3D world math and input handling. I found SDL (http://libsdl.org) to be a very good core framework to build upon regarding input handling.

For the 3D world, start with a checkerboard pattern or so. In fact, this is almost exactly what I did to start Angeldust. I once showed off some early game prototypes on my stream, take a look at this one for example: https://www.youtube.com/watch?v=qMs8YpkSrg0&t=3289

If you keep watching that stream you'll see other in-progress versions so you can see how my product evolved.

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