Show HN: I'm open-sourcing my game engine
41–50 of 94 posts
Re: Show HN: I'm open-sourcing my game engine
#42I 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…
* 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
Re: Show HN: I'm open-sourcing my game engine
#43A 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.
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
#44A 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
#45Unless it’s as advanced as Unity, is it possible to even sell an engine these days? Something like this is expected to be free
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
#46A 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
#47Earlier 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.
Re: Show HN: I'm open-sourcing my game engine
#48The 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
Re: Show HN: I'm open-sourcing my game engine
#49I 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…
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
#50What'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…
Apparently not for you, but people who want to build such a specific game. Not every engine is general purpose.