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

racenis.github.io

61–70 of 254 posts

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

#62
post #55

" Some might say "just get a better computer". This is why getting a better computer is bad: 1. Affordance: A lot of people, especially from 3rd world countries are very poor and can't afford to buy hardware to run Turbobloat. 2. e-Waste: Producing computer chips is very bad on the environment. If modern software wasn't Turbobloated you would buy new hardware only when the previous hardware broke and wasn't repairabl…

"Screen resolutions from 320x200 to 800x600." Still, higher resolutions were not just invented because of Turbobloat.

But also a convenient excuse to sell more ramm and disk space 'for the textures'.

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

#64
post #55

Earlier quoted context omitted.

"Screen resolutions from 320x200 to 800x600." Still, higher resolutions were not just invented because of Turbobloat.

But also a convenient excuse to sell more ramm and disk space 'for the textures'.

Hard to know how to respond to that. This could be applied to virtually all technology changes that benefit users but also make money for someone else.

I assume you use a refrigerator and not a hole in the ground with ice. Have you been manipulated into giving money to Big Appliance?

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

#65
post #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 `Fi…

In a node-based engine, everything is just a graph of mostly ready-to-use nodes, all you do is create nodes, parent them, delete them; behavior can be attached to specific nodes. There may be no clear boundary where an entity "begins" and where it "ends", because everything is just a bunch of nodes. I'm not sure why the author is against it, in a proper engine you can quickly prototype mechanics/behaviors by just reusing existing nodes/components, and it's very flexible (say, I want to apply some logic to all child nodes recursively -- no problem; or I want to dynamically remove a certain part of a character -- I just unparent the node), and often such engines allow to test things without stopping/recompiling the project. On the other hand, OP's engine apparently requires you to do everything by hand (subclass Entity in code) and recompile everything each time. Basically, a node-based engine is about composition, and OP apparently prefers inheritance.

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

#66

Earlier quoted context omitted.

But also a convenient excuse to sell more ramm and disk space 'for the textures'.

Hard to know how to respond to that. This could be applied to virtually all technology changes that benefit users but also make money for someone else. I assume you use a refrigerator and not a hole in the ground with ice. Have you been manipulated into giving money to Big Appliance?

To an absolute hardliner for appropriate technology, probably -- but simplicity isn't necessarily all-or-nothing, and (IMO) helping people pull off cool things with simpler tools isn't so bad.

https://en.wikipedia.org/wiki/Appropriate_technology

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

#67
post #55

Earlier quoted context omitted.

"Screen resolutions from 320x200 to 800x600." Still, higher resolutions were not just invented because of Turbobloat.

But also a convenient excuse to sell more ramm and disk space 'for the textures'.

>But also a convenient excuse to sell more ramm and disk space 'for the textures'.

Except different companies sell different things. This is like the conspiracy that women's pants don't have pockets to sell more purses.

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

#68
You reference "Turbobloat" and engines being "bloated" - which is to some extent fair. But it is maybe worth describing what that means to you - what features you consider "bloat" and which you have omitted from the Tramway project. To some the inclusion of an RPG framework may be considered bloat, for example, yet there is one present in Tramway.

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

#69
post #55

Earlier quoted context omitted.

"Screen resolutions from 320x200 to 800x600." Still, higher resolutions were not just invented because of Turbobloat.

But also a convenient excuse to sell more ramm and disk space 'for the textures'.

[dead]

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

#70
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 plan to sustainability.

Unreal is okay, but developers aren't using it right. For any bigger project you should customized the engine for your needs. Or at the very least spend some time to optimize.

But we need to ship and we need to ship now.

Blame the developers not the tools.

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