Sandspiel – A falling sand game built in Rust and WebGL
111–120 of 193 posts
Re: Sandspiel – A falling sand game built in Rust and WebGL
#112Re: Sandspiel – A falling sand game built in Rust and WebGL
#113Earlier quoted context omitted.
lol the arrogance of your phrasing is weird. Just stick with the compliment, and then maybe: I think we could improve thermodynamics, not "I'm almost tempted", which sounds like "I'm a god, and could really outdo this but I'm not sure I have time since I'm SO important and busy".
Doesn't really come across as arrogance to me, just interest in the project.
Re: Sandspiel – A falling sand game built in Rust and WebGL
#114Awesome game, I love the options :)
Re: Sandspiel – A falling sand game built in Rust and WebGL
#115I wish fire or lava would make steam out of water, but I love the smoke effect. It was a really nice surprise when the rest of it was so low resolution, great combo.
My wish is always to create a self-sustaining environment with clouds and rainfall but it never works...
Re: Sandspiel – A falling sand game built in Rust and WebGL
#116Wow! This thread brings back some fond memories. Long ago, I came across a tiny Java applet linked on Fark to a Japanese forum post. Everyone loved it but I found it annoyingly small. It was barely 300px x 400px. I had been coding my senior thesis in Java and had recently learned how to use a Java decompiler. So I downloaded the applet, decompiled it, spent a few minutes figuring out exactly where the dimensions were…
Found this when I was in grade school and I remember spending HOURS on it.
Thank you very much.
Re: Sandspiel – A falling sand game built in Rust and WebGL
#117Wow! This thread brings back some fond memories. Long ago, I came across a tiny Java applet linked on Fark to a Japanese forum post. Everyone loved it but I found it annoyingly small. It was barely 300px x 400px. I had been coding my senior thesis in Java and had recently learned how to use a Java decompiler. So I downloaded the applet, decompiled it, spent a few minutes figuring out exactly where the dimensions were…
Wow, what a great look into internet history. Do you still have the original forum post? I wonder who the original author was.
Re: Sandspiel – A falling sand game built in Rust and WebGL
#118Is it really a "game" if there's no goal or "win" condition? Or is it a "webtoy" or "simulation" (or... "sandbox". Think it's a sandbox).
Re: Sandspiel – A falling sand game built in Rust and WebGL
#119What's the performance difference from a pure JavaScript version? Recently, I made a particle game which originally planned to be implemented with WASM. However, I decided to implement it with pure JS firstly. The result is some surprising that the JS version runs so smoothly that I think a WASM version is not essential any more.
Re: Sandspiel – A falling sand game built in Rust and WebGL
#120Earlier quoted context omitted.
Says "arguing definitions is rarely useful"; argues a definition usefully. :-) FWIW I asked the question because I'm designing a simulation "game" without explicit win-conditions, but I'm concerned it won't be very engaging without them. e.g. Minecraft added monsters (to survive the night), and the enderverse.
Don't get me wrong, the question of whether this or that game is better with or without win conditions is perfectly interesting. It's just the raw "is it a game or not?" that's not useful. It's like asking whether comic books are books - the answer is "yes under some definitions, no under others", simple as that. For the case of your game[0] specifically, one option is to expose game stats that the player can form th…
But actually, I don't want those sort of win-conditions for this particular game, not even DIY stats. It's just an immersive simulation. Guess I'm just not too sure it WILL be immersive or engaging - even for me to play! Just have to see, I guess.
Taking your lead, I suppose if a movie can be immersive, why not a "game" which has no win-condition? But the moment I say that, I immediately realize that movies do have "win-conditions" - just of the protagonist, not the viewer/player. Goals, stakes, motivation, obstacles are all important narrative components.
Can you have an immersive movie without narrative? Sort of maybe, some experimental/arthouse, but they aren't very popular (and arguably do have some kind of narrative).
You're probably right about definitions, but they do inevitably lead to the components of a game/non-game, and whether they are engaging, and what makes them engaging... and they're easy to ask.