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Train sim created by just one person is being called the best ever made

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Re: Train sim created by just one person is being called the best ever made

#221
post #139

Earlier quoted context omitted.

Well, nothing is easier then adding constraints. Removing them is what's difficult - so why don't you add them back if it makes you a better programmer and you enjoy doing it more? Personally, I think the reason you enjoyed it more as a teenager is just down to the fact you were fully in control of what to do and had no external pressure to earn money etc, so if anything you had less constraints - at least from my po…

> nothing is easier then adding constraints What's easier is removing the constraints you just added artificially. Constraints you can remove with a flick of a finger are not constraints. > so why don't you add them back The reason the proverb says " necessity is the mother of invention" is because " desire " is usually not enough to drive it. It's easy to take the hard road when you're forced onto it, but very hard…

> Constraints you can remove with a flick of a finger are not constraints.

Why not? Who cares how/why they're there, as long as you follow the constraints, regardless of how easy they are to remove, they're still there.

I frequently use this when stuck creatively in music production. "Ok, now I can only use this filter for any sound shaping", or "Make a song using only instruments outputting mono", or "Maximum 10 cables to make a new sound on the modular synth" or whatever. Really easy for me to skip these artificial constraints at any time, they still help a lot.

Re: Train sim created by just one person is being called the best ever made

#222
> is in fact set in a fictional region of Japan, but is created so lovingly that you’ll believe it’s real life.

This is actually a major cheat. Realism is expensive, and exposes your creation to the equivalent of the "uncanny valley" for vehicle simulation - the simulated world is never accurate enough and you can't help but notice the differences with reality. E.g. if you see generic buildings ("autogen") near a location you know IRL, the simulation feels immediately sloppy.

Yet, as long as I'm not interested in visiting real places, I would go for a vehicle simulation in a fictional world any day. I wouldn't mind if the vehicles were also fictional, as long as they require some technique to drive them. What matters in games is challenge and mastery, but not what you master; your RTS, FPS or chess skills have very little value IRL.

> Zoom out far enough—and for some reason it will let you—and you see the tiles, the roads that don’t line up, and the various tricks and techniques that allow it to look so realistic from low down. But don’t do that! That’s silly. This is a train sim, not a plane sim, you’ve no business in the sky.

OpenBVE one-upped BVE train sim with external cameras, and as a result you see all this too. In my eyes, they sort of miss the point of a train simulation: the view point is normally attached to the driver, so one can use all sorts of tricks to avoid having to "paint the entire wall" - which is quite important if you count on a community of fan modders who have limited resources.

Re: Train sim created by just one person is being called the best ever made

#223
post #203

Earlier quoted context omitted.

Just my experience from being on trains, they accelerate, cruise, slow down and stop am I missing anything? They must be ripe for automation.

Just my experience from being on planes, they take off, cruise, slow down and land, am I missing anything? ...seriously, 99%+ of the job of a conductor (and of a pilot) could be automated, the reason you still have a person (or two) in the cockpit is the rest of the time. As the saying goes, "flying is hours and hours of boredom sprinkled with a few seconds of sheer terror". And the same is also valid for trains. The…

Cmon planes move is 3 axis (yes trains technically do but not via the controls) and take-off landing is a lot more complex than leaving/stopping at a station, the comparison is crazy.

Re: Train sim created by just one person is being called the best ever made

#224

Earlier quoted context omitted.

Almost every time I see a halfway polished “solo developer” game, they did not do all the work themselves. Especially, they usually hire out the music, maybe other sounds, and much of the artwork. Sometimes they also have freelancers doing marketing and such. Sometimes even some paid help writing the software. I highlight this not to bring those developers down, but because I think it’s important people understand ho…

The perception of what a polymath is is changing incredibly fast, as both the floor and ceiling for being passable or outstanding in any field is rising exponentially. For the last 50-oddish years, it's been the case that being proficient with a single piece of software can make you an invaluable asset in industry; understanding the concepts behind the software and the problems it solves even moreso. Rather recently,…

> For example, it's trivially easier today to create a 3d animation than it was 5, 10, or 20 years ago, and the visual quality of it would be similarly disproportionately better.

True, but this also means that the bar has risen for animations in general, so while you might be able to create animations today as an amateur that is even better than the animations just five years ago, it still won't come close to what professionals can actually achieve today.

Your very last point speaks a lot to me though, almost every effort people are amazed by have at least two people involved, indirectly or directly, and attempting things like this on your own would be a fool's errand.

Re: Train sim created by just one person is being called the best ever made

#225

Earlier quoted context omitted.

> nothing is easier then adding constraints What's easier is removing the constraints you just added artificially. Constraints you can remove with a flick of a finger are not constraints. > so why don't you add them back The reason the proverb says " necessity is the mother of invention" is because " desire " is usually not enough to drive it. It's easy to take the hard road when you're forced onto it, but very hard…

> Constraints you can remove with a flick of a finger are not constraints. Why not? Who cares how/why they're there, as long as you follow the constraints, regardless of how easy they are to remove, they're still there. I frequently use this when stuck creatively in music production. "Ok, now I can only use this filter for any sound shaping", or "Make a song using only instruments outputting mono", or "Maximum 10 cab…

> Who cares how/why they're there

The people who face them. The constraints are making the goal harder to reach. The goal is on the other side of the constraints and it takes power of will to refuse to remove them and keep pushing. This forces a different, slower, more difficult to reach solution.

> when stuck creatively in music production

So you're not introducing constraints, you're creatively trying out things to fix your problem. They're not a wall preventing you from reaching your goal, they're the bridge. Your constraint is the temporary lack of creativity, and what you introduce is the means to reach the solution faster.

> Really easy for me to skip these artificial constraints at any time, they still help a lot.

When you remove these you're stuck in a creativity block and failed to achieve your goal. When you remove actual constraints you make the goal easier to reach. It's a matter of perspective and what you want to achieve. You wouldn't want a long road through the mountains as your daily commute but it's probably lovely as a hike.

The only way to make the problems comparable is to set a programming goal of "write the most efficient code to do X" but for real work the goal is almost always "do X".

Re: Train sim created by just one person is being called the best ever made

#226

Earlier quoted context omitted.

> Constraints you can remove with a flick of a finger are not constraints. Why not? Who cares how/why they're there, as long as you follow the constraints, regardless of how easy they are to remove, they're still there. I frequently use this when stuck creatively in music production. "Ok, now I can only use this filter for any sound shaping", or "Make a song using only instruments outputting mono", or "Maximum 10 cab…

> Who cares how/why they're there The people who face them. The constraints are making the goal harder to reach. The goal is on the other side of the constraints and it takes power of will to refuse to remove them and keep pushing. This forces a different, slower, more difficult to reach solution. > when stuck creatively in music production So you're not introducing constraints, you're creatively trying out things to…

> So you're not introducing constraints, you're creatively trying out things to fix your problem. They're not a wall preventing you from reaching your goal, they're the bridge. Your constraint is the temporary lack of creativity, and what you introduce is the creative solution.

I feel like we're talking past each other. Adding these sort of requirements in order to "fix the problem", is typically what people are referring to as "adding artificial constraints to foster creativity".

The goal is making a song, anything that restricts you on how you are allowed to do this, is a constraint, as far as I understand the word "constraint" at least.

> When you remove actual constraints you make the goal easier to reach.

Yes, this is why the previous examples are constraints, not "bridges". Without them it's easier, with them it's harder.

Re: Train sim created by just one person is being called the best ever made

#227
post #7

Earlier quoted context omitted.

If the Touhou games or Cave Story were released today, all of Hackernews would be like "dude, I wonder what their LLM workflow is like!" Japanese solo hikikomori devs have been putting out insane stuff since long before LLMs emerged.

This place has become an AI-focused hellscape. It really is sad.

I'll sometimes search for the LLM string on random non-AI related articles. It's sad.

Re: Train sim created by just one person is being called the best ever made

#228

Looks very realistic, however I have to question the whole premise of a train sim, trains seem to be the most boring vehicle to choose here, they run in tracks so not much freedom, basically accelerate and brake.

They're insanely popular in Japan.

Re: Train sim created by just one person is being called the best ever made

#229
post #212

Earlier quoted context omitted.

The difference between today and 30 years ago is that if you are an individual developer, you are at the complete mercy of a single company (Valve), who can force you to do essentially anything they want for the privilege of publishing on their platform, with no meaningful alternative, and zero recourse if they say “no”.

> with no meaningful alternative Steam (which I'm guessing you're talking about) is nowhere close of being a monopoly. There are loads of alternatives out there, in wide use by people already. World of Warcraft, League of Legends, Minecraft, Roblox and more are all examples of big time successful games that never been available on Steam.

I would even go further, and say that this logic applies not just for massive games from massive publishers, but platforms like GoG works well as an alternative for indies.

Re: Train sim created by just one person is being called the best ever made

#230

Earlier quoted context omitted.

> Who cares how/why they're there The people who face them. The constraints are making the goal harder to reach. The goal is on the other side of the constraints and it takes power of will to refuse to remove them and keep pushing. This forces a different, slower, more difficult to reach solution. > when stuck creatively in music production So you're not introducing constraints, you're creatively trying out things to…

> So you're not introducing constraints, you're creatively trying out things to fix your problem. They're not a wall preventing you from reaching your goal, they're the bridge. Your constraint is the temporary lack of creativity, and what you introduce is the creative solution. I feel like we're talking past each other. Adding these sort of requirements in order to "fix the problem", is typically what people are refe…

I think you're missing the context of what started this thread:

> I was a kid/teenager with a really slow computer [...] b) I think I was a way better programmer. Constraints make you better, you have to be smarter.

The goal is "write software" not "write optimized software".

When your goal is to write a software that runs on your machine, having the constraint of a slow machine forces you to write optimized code which is a slower, more difficult solution. When you have an unconstrained fast machine you can write boilerplate unoptimized code, which is quick and easy. If you constrain your fast computer you go from "easy solution" to "difficult solution" for the same goal of "write software". No programmer will ever say "making the computer slower really helped a lot to write code".

Your goal is "make a creative song" but you're stuck. You don't introduce constraints because they'll make it harder to get unstuck, you introduce them to make it easier. You literally said "they still help a lot".

> I frequently use this when stuck creatively in music production. [...] Really easy for me to skip these artificial constraints at any time, they still help a lot.

That's what you're missing. For you the real constraint would be to get creatively unstuck without any tricks. You are introducing things to help you reach your goal to get unstuck. You're expecting programmers to introduce things that prevent them from reaching their goal of creating programs that run.

In reality one huge reason software is slow and unoptimized is because programmers have beefy machines and can afford to take the easy road.

I didn't expect this simple concept will need so many explanations.

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