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Show HN: Angeldust – a fast and efficient video game

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Re: Show HN: Angeldust – a fast and efficient video game

#101
post #16

> programmed in C++ with bits of C, Objective-C, Java and PHP I am very curious how and why this happened

On the livestream I detailed this a bit. Angeldust has a single "domain model" containing all item, entity and object properties contained in a PHP code generator that generates C++ source code and header files for use in the client, server and asset tools. It also generates PHP files for use in the interactive and tied-to-the-game website. The website is also in PHP.

The client uses Objective-C to integrate certain platform features into the C++ codebase on iOS and macOS. Java is used for some functionality not provided by the Android NDK.

Re: Show HN: Angeldust – a fast and efficient video game

#102

Uninstalled. Looks like fun but I let Google choose a hard password and there's no way to paste it into the Android app. I tried typing it but had to swap back and forth between apps to get all the pieces of the password. The game clears the password when I got back. Last chance change password but I don't see how.

In another thread someone shared their experiences with their password manager too. Even after hundreds of thousands of players coming in I never heard or realized this was a problem. I'll do my best to polish this. Thanks for your time though!

Re: Show HN: Angeldust – a fast and efficient video game

#103
post #19

Culturally speaking getting kids into a game called "Angel Dust" which is street slang for PCP is not going to do society any favors.

It also won’t harm society at all. It might harm the game, but I doubt it.

Tell that to the slightly hard-of-hearing bookstore employee who, when I asked for Minecraft, gave me a copy of Mein Kampf.

Re: Show HN: Angeldust – a fast and efficient video game

#105
post #58

This game is not available in the Dutch Apple App Store :(

Even though it's 03:06 at midnight local time I just shot Apple a support ticket asking for help. I assure you that Angeldust is/should be available on both the iTunes and Mac App Store.

If you're still interested in trying out the product, can you try manually searching for "Angeldust"? I'm using the Dutch App Store(s) and the product shows up on multiple Macs and with/without being signed in.

Re: Show HN: Angeldust – a fast and efficient video game

#106
Congratulations, amazing work!

I absolutely love how you have opted out for frameworks on the website and that it just work. Kudos!

The same for your considerations for making it work on old hardware and you comments on your live stream today about your old Mac and making it run on Windows XP as well.

More developers need that attitude.

I wish you all the best and I hope this becomes a Minecraft size success!

Re: Show HN: Angeldust – a fast and efficient video game

#107

Uninstalled. Looks like fun but I let Google choose a hard password and there's no way to paste it into the Android app. I tried typing it but had to swap back and forth between apps to get all the pieces of the password. The game clears the password when I got back. Last chance change password but I don't see how.

Totally valid criticism but kind of dickish delivery. The guy built a game, for free, I think it's worth more than an "Uninstalled."!

Re: Show HN: Angeldust – a fast and efficient video game

#110
post #8

This looks impressive. Can you go into how you implemented the immutable world state each tick a bit more? I'm developing a game myself, and figuring out a good method of multithreading it took a lot of work. While I am content with the results, I wouldn't say I arrived at a good solution. It sounds like you went with a purely functional approach? Did you rebuild the entire gamestate each tick, or keep a list of chan…

This question was the most asked one during my livestream. It's a good one! Even though it's 01:33 right now after a 7 hour livestream, I'll try to answer it as clearly as possible, building from the foundation up to the high level. The Angeldust game world is tracked in an "active chunk set". A chunk is a 2D part of the world, 32x32x64 in-game blocks (meters). The active chunk set tracks only the chunks that contain…

Thanks for the explanation. It makes perfect sense. I did something very similar, except your system sounds better in that you only copy data that has been changed. I have a double buffer system where I'm copying almost all of the data each tick, and swapping the stacks when the next tick is due.
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