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

racenis.github.io

31–40 of 254 posts

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

#31
You said it's compatible with hardware from 15 years ago, but one of the examples have the graphical complexity of half-life from about 25 years ago, could this engine be optimized further to run on hardware from that vintage or at least closer to? Would be pretty cool making games that can run on a Ryzen 9950x 32 thread monster but scale all the way down to a 1Ghz Pentium III and a Voodoo 3.

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

#32

Did anyone else find the Design Patterns page? It's a score board with a goal at 100%. I love this so much.

I was looking for ages and still haven’t found this.

https://racenis.github.io/tram-sdk/patterns.html

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

#34

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

Yeah, it was great. They really pulled out all the stops when it came to cinematic quality on that one. They also did a lot of second order things like marrying the scenes to the plot that a lot of games don't well or at all.

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

#35

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

You might enjoy "Black Mesa", HL1 remade with the HL2 engine. Played it during the pandemic. No Regrets.

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

#37

Did anyone else find the Design Patterns page? It's a score board with a goal at 100%. I love this so much.

Linked from the home page:

”Design patterns used 82%.

When all of the patterns get used, I will delete the project and rewrite it in Rust. With no OOP.”

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

#38
post #31

You said it's compatible with hardware from 15 years ago, but one of the examples have the graphical complexity of half-life from about 25 years ago, could this engine be optimized further to run on hardware from that vintage or at least closer to? Would be pretty cool making games that can run on a Ryzen 9950x 32 thread monster but scale all the way down to a 1Ghz Pentium III and a Voodoo 3.

The oldest computer that I have tried running this engine is a HP laptop from 2008, running a 32-bit version of Windows XP.

It seemed to work fine, but I did have some issues with the Direct3D 9 renderer. The renderer works fine on other computers, so I have no idea if it's a driver bug (Intel tends to have buggy drivers) or if it's a bug on my part.

The biggest problem with using old hardware is drivers. Older drivers will only work on older operating systems and it's difficult to find C++20 compilers that will work on them.

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

#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 project looks awesome though.

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

#40
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".

I took it to mean "increasingly bloated over time relative to hardware, phased in a funny, irreverent way." It's a vibe thing, not a definition thing.
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