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

racenis.github.io

191–200 of 254 posts

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

#191
post #141
post #136

Earlier quoted context omitted.

[flagged]

No, sorry. Claiming a whole big city is part of a conspiracy to cover up, no planes actually crashed into the towers is more weird. But if you would call for a proper neutral investigation of the whole story, then I would support that.

Mohs: Aluminum 2.75, Steel 4 Rockwell: Aluminum 25, Steel 60 Brinell: Aluminum 15, Steel 120 Yield strength: Aluminum 79-570 N/mm2, Steel 250-1000 N/mm2

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

#192
post #41

Good. This is exactly what I've been complaining about for decades now... I also have my own engine although it needs some refurbishment. I've never quite found the time to polish it to a point where it can be sold. It also runs on tiny old devices, although if you limit yourself to desktop hardware, that means anything from the last 30 years or so. It also has a design that allows it to load enormous (i.e. universe…

>Unity and Unreal are top-tier garbage that don't deserve our money and time. The bigger practical reason to use them is that people have experience and the plugin and extension ecosystems are rich and filled with battle tested and useful stuff. Both are effectively magical sandboxes where platform support is someone else's problem. Unity is still pretty great, but it's chained to a company that has no real business…

i've been doing this for decades and my bedroom work had never done anything but put unreal and unity to shame. from top to bottom i can not understand the ignorance of their design from a simple "a programmer is making this" standpoint, it comes from a legacy of "a rookie wannabe with too much money had a good shot and too much promotion"

unreal is fucking awful, its a masterclass in how to not make:

* components

* hierarchies

* visual scripting

* networking

* editors

* geometry

* rendering

* culling

* in-game ui

* editor ui

* copy-paste

* kinematics

* physics integration

* plugin support

* build system

its just a tower of mistakes i learned not make before i dared to even enter the industry

it is fantastically and incredibly bad.

unity is a bit similar but they add c# complexity to the mix and in the beginning that was a much bigger disaster, especially going with mono. .NET was an enormous misstep by microsoft and remains so, although it improves over time they could have just not gotten it so incredibly wrong to start with.

i could go on.

i definitely blame the developers. of the terrible tools, i couldn't make that badly at most points in my career including the super early days in some cases.

they are also hard to fix because of the staggering depth of the badness.

if you would like more specifics feel free to poke, its more about not typing a wall of text than the cognitive load of knowing better, which is around zero.

oh... and the garbage collection is garbage that enables incompetents to make more garbage. never needed or wanted it. i had one hard memory leak to deal with in my life in native code. and a fucking zillion in their shit fest.

EDIT: i shit you not, it has not learned my first lessons from being an 8 year old trying to draw mandelbrot sets in qbasic.

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

#193

Earlier quoted context omitted.

It sounds like the sort of thing Sam Vimes would say before being begrudgingly forced to admit, after being forced by Sybil to undergo some painful personal growth, that maybe, sometimes, a thing might need to be more than just a thing. And that Vetinari’s entity component system might seem complicated but it works, damnit and it makes the city function.

And once Nobby says he likes Tramway, everyone realizes Vetinari was right all along XD (I'm just glad someone got the reference)

> And once Nobby says he likes Tramway, everyone realizes Vetinari was right all along XD

Well, except for Detritus

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

#194

I replayed Half-life 2 recently and was struck, even without high-res texture packs, how amazing the game still looks today.

I just replayed Half Life 2 less than a week ago! I also caught myself thinking, "the levels may not be as detail filled as modern games, but the artistic direction both in graphics and level design is better than many modern designers with bigger budgets."

Great! I really liked the intro, with the Socialist state-style architecture and processes, and that degrading infrastructure contrasting strongly with the sleek, modern weaponry held by the oppressors. I could've just walked around that world and been pretty happy with the game!

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

#195
post #181

Earlier quoted context omitted.

That's such a pity, I always wanted to play HL2 on DirectX 6 mode.

There aren't any official methods, but with a little elbow grease, several ways to run a vanilla boxed copy of Half-Life 2 are outlined in this thread: https://www.vogons.org/viewtopic.php?t=70250 I've also wanted to run HL2 in DirectX 6 as well on period correct GPUs. Specifically a TNT2 Ultra and a Voodoo 5 5500 I have laying around. I just haven't gotten around to it.

Those were some fancy graphics cards when they came out.

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

#196
post #141
post #136

Earlier quoted context omitted.

[flagged]

No, sorry. Claiming a whole big city is part of a conspiracy to cover up, no planes actually crashed into the towers is more weird. But if you would call for a proper neutral investigation of the whole story, then I would support that.

The Bush Jr administration got reelected, in my mind that's a bit larger than a single-city conspiracy.

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

#197

Just wanna say the website aesthetic is legendary. Very on brand.

Except that it would be way better if it wasn't arbitrarily limited to a tiny column. I have a large screen, use it please. Don't make me dig into the developer console to undo your fixed width in order to have a pleasant reading experience.

Lots of people don't think super wide text is pleasant.

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

#198

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…

Surely there's something good about Unity and its nodes if games like Kerbal Space Program can be made with it.

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

#199

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…

I love library based game dev, like raylib or libgdx, but there is a reason that games like slay the spire moved to unity and then godot for their sequel. That is to say, I don't think people are using Unity because they were mistaught by complexity loving professors.

Another thing related to this that I found kind of interesting, is this post [0] (unfortunately on twitter) of the developer of Caves of Qud, where they fully ported their game from Unity to Godot as an experiment, showing that they seem to have built the game around a single node, essentially just using Unity (and then Godot) as the presentational layer, similar to a simple graphics library type thing, basically ignoring the whole node system of either engine.

I wonder if this kind of architecture might also be a pretty good approach. The fact that they were able to port the game to another engine within a day is pretty impressive.

[0] https://xcancel.com/unormal/status/1703163364229161236

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

#200
post #73

racenis, what program did you use to draw the header graphic? I dream of a Mac port, but it's beyond my skills.

I made the website header in GIMP. The logo in the repository README was made in a very old version of MS office.
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