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

racenis.github.io

41–50 of 254 posts

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

#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 scale) data by streaming with most often an unperceptable loading time... on the iPhone 4 in about 200ms you are in an interactive state which could be "in game".

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.

bespoke big company engines are often terrible too. Starfield contains less real world data than my universe app, but somehow looks uglier and needs a modern PC to run at all. mine runs on an iPhone 4, looks nicer and puts you in the world in the first 200ms... you might think its not comparable but it absolutely is, all of the same techniques could be applied to get exactly the same quality of result with all their stacks and stacks of art and custom data - and they could have a richer bunch of real world data to go with it!

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

#42

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.

You have to click on "Enterprise Mode" to find

> Design Patterns Used

> 82%

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

#43
This looks really cool, great work. One thing I want to preregister though: I bet against the whole Entity subclass thing. 60% of the way through the first serious-business project, you're going to RUE THE DAY. I'll look forward to seeing what people do :)

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

#44
post #32

Earlier quoted context omitted.

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

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

Thanks!

That is legitimately hilarious. This whole thing is like some massive appeal to pragmatism.

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

#45

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

That's why I think really good art direction beats raw graphical power any day. Source was pretty impressive back in the day, but the bit that's stood the test of time is just how carefully considered the environments and models are. Valve really put their resources into detailing and maximizing the mileage they got out of their technical constraints, and it still looks cohesive and well-designed 20 years later

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

#47
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…

This quote is likely intended for people who've tried other solutions and disliked them, but as someone who's never used a game engine of any kind, I'd appreciate someone giving me an ELI5 of how "nodes" relate to "pretending that collections of things are things."

Is the problem here that using a nodal editor encourages/incentivizes you through its UX, to assign properties and relationships to e.g. a `Vector` of `Finger`s — but then you can't actually write code that makes the `Vector` do anything, because it is just a "collection of things" in the end, not its own "type of thing" that can have its own behavior?

And does "everything is an Entity, just write code" mean that there's no UX layer that encourages `Vector` over just creating a Hand class that can hold your Fingers and give the hand itself its own state/behavior?

Or, alternately, does that mean that rather than instantiating "nodes" that represent "instances of a thing that are themselves still types to be further instantiated, but that are pre-wired to have specific values for static members, and specific types or objects [implicitly actually factories] for relationship members" (which is... type currying, kind of?), you instead are expected to just subclass your Entity subclass to further refine it?

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

#49
Neat project!

By the way, to see a great example of how a modern game can be made using the classic Half Life engine, look at the fan made game Half Life: Echoes [1].

It actually looks pretty decent, and the gameplay is top notch.

[1] https://www.youtube.com/watch?v=fBQKi6vGX8U

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