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Ambient: The Multiplayer Game Engine

ambient.run

31–40 of 148 posts

Re: Ambient: The Multiplayer Game Engine

#31
A game engine for the Web without any usable demo, only a video. Who knows how it came to be.

Being used to most Web productions never coming at the level of Infinity Blade, seeing a video isn't really something that impresses the crowd.

https://www.polygon.com/2013/9/10/4715534/infinity-blade-3-c...

Re: Ambient: The Multiplayer Game Engine

#32

Earlier quoted context omitted.

Rust faster compile time? Faster than what? The terrible compile time is a big reason why I avoid rust for game dev.

Last game engine(C++) I worked on was a full hour to build if you touched a core header, and that was with Incredibuild that farmed out the compile across the studio. If you care about compile/iteration times you can get them down to a reasonable level, Bevy does a good job splitting the heavy lift part into a section that is linked dynamically[1] which leads to pretty reasonable compile times even in something Rust…

That is why we now have incremental linking, hot-code reloading and for the lucky ones on VC++, modules.

This toy application https://github.com/pjmlp/gwc-rs takes about 15 minutes to compile from scratch on a humble Asus 1215B, whereas the C++ original (thanks to having Gtkmm available as binary), takes about 2 minutes.

Re: Ambient: The Multiplayer Game Engine

#33
post #31

A game engine for the Web without any usable demo, only a video. Who knows how it came to be. Being used to most Web productions never coming at the level of Infinity Blade, seeing a video isn't really something that impresses the crowd. https://www.polygon.com/2013/9/10/4715534/infinity-blade-3-c...

Not trying to be rude, but I can’t decipher what you are saying in the second paragraph. Is infinity blade created using the Ambient engine, or does it have deceptive demo videos, or what? Sorry, not trying to be dense.

Re: Ambient: The Multiplayer Game Engine

#35

I wonder how it can scale? Even with the battle royale craze, it seems like nothing has really replicated Planetside 2's black magic netcode (or at least amassed a playerbase big enough to show it off).

Improbable claims that their SpatialOS service can scale beyond what Planetside 2 achieves.

Yeah they've claimed that for awhile with no results. Dual Universe (which I backed) also demoed a many player test, but its never accumulated much pop and is not really a "fast" fps either.

Re: Ambient: The Multiplayer Game Engine

#37

"Why not Rust?" is a question I ask about game development a lot these days. I'm an engineer with a decade of experience as a web services engineer, and 5 years of game development engineering. Rust seems like the right direction for game developers -- safer code, faster compile times, more portable binaries. Ambient looks very cool, but I had some questions -- 1) WebAssembly, but no native web player? One of the mos…

> Yes, this is performant enough for games. Yes, it's being done in AAA games.

Every time someone says something mildly controversial about weird technology being used for UI in games, I like to point out Skyrim used Flash for its UI. Bunch of .swf files inside the packed data file. It used some weird non-100%-standard player, but it was still Flash.

Re: Ambient: The Multiplayer Game Engine

#38
post #29

Earlier quoted context omitted.

Rust faster compile time? Faster than what? The terrible compile time is a big reason why I avoid rust for game dev.

> The terrible compile time is a big reason why I avoid rust for game dev. Compile times are the least of your worry. The big problem is lack of tools and libraries in Rust gamedev. You can't even achieve PS2-era graphics with Rust right now. Neither Bevy nor FyRox support blend shapes / morph targets, and that's a two decades old and absolutely essential animation tool. Rust for gamedev is going to take a decade to…

Same with any OSS software, you get what you give.

Re: Ambient: The Multiplayer Game Engine

#39
post #29

Earlier quoted context omitted.

Rust faster compile time? Faster than what? The terrible compile time is a big reason why I avoid rust for game dev.

> The terrible compile time is a big reason why I avoid rust for game dev. Compile times are the least of your worry. The big problem is lack of tools and libraries in Rust gamedev. You can't even achieve PS2-era graphics with Rust right now. Neither Bevy nor FyRox support blend shapes / morph targets, and that's a two decades old and absolutely essential animation tool. Rust for gamedev is going to take a decade to…

> You can't even achieve PS2-era graphics with Rust right now.

Don't you have access to Vulkan from Rust? So you should be able to do whatever you want, same as doing it in any other language I assume that can plug into it.

Re: Ambient: The Multiplayer Game Engine

#40

"Why not Rust?" is a question I ask about game development a lot these days. I'm an engineer with a decade of experience as a web services engineer, and 5 years of game development engineering. Rust seems like the right direction for game developers -- safer code, faster compile times, more portable binaries. Ambient looks very cool, but I had some questions -- 1) WebAssembly, but no native web player? One of the mos…

"Why not Rust?"

Well, if you have got access to a language designed for making games like Jai, then that would presumably be better than Rust.

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