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Show HN: I'm open-sourcing my game engine

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41–50 of 94 posts

Re: Show HN: I'm open-sourcing my game engine

#42

I joined one of the Brains server and was curious what the experience was for 50~ players. The movement was a bit janky, as expected from websockets. I was also curious about the networking compression, because I'm doing something similar. I'm not sure if just doing LZ-string compression is enough. 50 players use about 20KB/sec data. Comparing that to Warzone at 150 players uses only 48KB/sec data. Unless you have un…

CJK characters occupy a vast portion of the printable Unicode characters. [1] Two of the largest blocks include

* U+3400 to U+4DBF

* U+4E00 to U+9FFF

Your string decodes to \u57d2\u6111\u48d4\u6a64\u3930\u3099\u37cd\u7a26\u7366\u0999\u60dd\u44c7\u5f37\u681b\u4ccc\u06ec\u4303\u0329\u4f7c

[1] https://en.wikipedia.org/wiki/CJK_Unified_Ideographs

Re: Show HN: I'm open-sourcing my game engine

#43

A sure way to never finish a game is to start by writing an engine. You can absolutely make your own tech but at every step that tech should be tailored for your project, as opposed just a general game platform.

I'm going to start a blog!

And by "start a blog" I mean write a whole new blog engine entirely from the ground up...

Re: Show HN: I'm open-sourcing my game engine

#44

A sure way to never finish a game is to start by writing an engine. You can absolutely make your own tech but at every step that tech should be tailored for your project, as opposed just a general game platform.

I'm going to start a blog! And by "start a blog" I mean write a whole new blog engine entirely from the ground up...

I mean it only takes an afternoon if you're just making it for yourself.

Re: Show HN: I'm open-sourcing my game engine

#45

Unless it’s as advanced as Unity, is it possible to even sell an engine these days? Something like this is expected to be free

It's an extremely bad idea to go and build from scratch a do-everything game engine with AAA 3D capabilities, but there is absolutely space for engines with a very specific focus.

If you want to make a VN, would you rather open up a blank project in Unity or just use Ren'Py?

In the commercial space, RPG Maker and GameMaker continue to exist.

Re: Show HN: I'm open-sourcing my game engine

#46

A sure way to never finish a game is to start by writing an engine. You can absolutely make your own tech but at every step that tech should be tailored for your project, as opposed just a general game platform.

I'm going to start a blog! And by "start a blog" I mean write a whole new blog engine entirely from the ground up...

I've fallen into this trap so many times... Last time I decided to do the absolute minimum. I just glued together some Markdown library with Jinja for a total of ~50 lines of Python. Turns out you can do a lot with just that.

Re: Show HN: I'm open-sourcing my game engine

#47
post #46

Earlier quoted context omitted.

I'm going to start a blog! And by "start a blog" I mean write a whole new blog engine entirely from the ground up...

I've fallen into this trap so many times... Last time I decided to do the absolute minimum. I just glued together some Markdown library with Jinja for a total of ~50 lines of Python. Turns out you can do a lot with just that.

I bet you're a much better developer for going that route. So many lessons to learn with diy.

Re: Show HN: I'm open-sourcing my game engine

#48

The android app sign up page seems to want me to enter my Google username and password _inside the app,_ in what looks like a web form, but as a user I have no way to tell if the app is snooping on my password. It seems like Apps usually navigate away to a sign in, and then navigate back. Is that pattern hard to implement? Is the issue about cross platform support? Thanks

[dead]

Re: Show HN: I'm open-sourcing my game engine

#49

I joined one of the Brains server and was curious what the experience was for 50~ players. The movement was a bit janky, as expected from websockets. I was also curious about the networking compression, because I'm doing something similar. I'm not sure if just doing LZ-string compression is enough. 50 players use about 20KB/sec data. Comparing that to Warzone at 150 players uses only 48KB/sec data. Unless you have un…

Movements pretty tight in our websockets:

https://gooberdash.winterpixel.io/

It's all about the client side prediction & roll back networking algorithm. Our game states end up being ~1kb at 30hz, which typically fits into a single packet, so websockets aren't terrible. An unreliable protocol would be better, of course.

Re: Show HN: I'm open-sourcing my game engine

#50

What's your motivation for building a new engine? Seems like you've built in some really specific things (from the README); - Weapon system (melee & projectile) - Shops - Client-side predicted projectile + unit movement - ETC Why did you decide to bake those into the engine instead of "copyable" plug-ins? Of course lots of games dont need these things - is this a game engine? or is this a FPS/RPG/Else game engine? I…

"What's it for?"

Apparently not for you, but people who want to build such a specific game. Not every engine is general purpose.

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