Earlier quoted context omitted.
> It will go away eventually. No. It can actually get _worse_, as you get more sensitized to VR. The recommendation seems to be to _stop_ using VR if you get motion sick, rather than trying to power through it.
Not sure if the two of you are disagreeing or not, so genuinely asking: Could it be that you are both right? As in, you should stop right away when you start getting motion sick, but with time it will get better? Something like: play 15 minutes everyday, stop as soon as you are sick, and after a while you will be able to play 30min, etc. I have no idea, just asking for a friend :-).
Descent 3 Source Code
161–170 of 347 posts
Re: Descent 3 Source Code
#162Re: Descent 3 Source Code
#163I'm working on making an open source version of Yoot Tower (aka Sim Tower, The Tower II) that runs in the browser! https://github.com/YootTowerManagement/YootTower What led to this being possible: There was recently a discussion about elevators on Hacker News, and somebody mentioned SimTower and asked about the algorithms it used, so I gave Yoot a call to ask him, and he mentioned he wanted to open source it. I enthu…
This is exiting to hear. I got Sim Tower running not long ago and was unaware it had many subsequent and handheld versions. Have you looked at the game Project Highrise? How do you think it compares. Speaking of maxis, do you think we will ever see SimEarth open sourced?
Especially once we develop an SDK to enable user created content, that lets you add your own rooms and people, and program them with JavaScript, thanks to the way emscripten + embind lets you subclass and implement C++ classes in JavaScript, calling back and forth between the core C++ game engine and the JavaScript user interface and plug-ins.
The YootTower repo README quotes some info about TowerKit that was used to develop many expansion packs for The Tower II that were only released in Japan, and I plan on making a more flexible modern version of TowerKit in the form of a Yoot Tower SDK that lets you dynamically script and download extensions in JavaScript instead of modifying and recompiling C++ code.
https://github.com/YootTowerManagement/YootTower/tree/main
https://web.archive.org/web/20000521002924fw_/http://www.ope...
>What's Tower Kit?
>Tower Kit is optional software for The Tower II. In The Tower II, you can select the stage where you want to start the game using the concept of a "map." The Tower II package comes with three maps: "Shinjuku Subcenter," "Hawaii Diamond Head," and "Kegon Falls," and the "Tower Kit" adds these maps. By installing this tower kit, a new stage game will begin. Tower kits don't just add more stages. Each map has new features, allowing you to play a completely new game.
>Please try the "Tower Kit" which allows for infinite variations.
>A love story between you, the person in charge of the Liberty Island redevelopment project, and two men and women who are your subordinates. Your work will have a subtle influence on the course of your love life. The Tower II is the first attempt at a crossover between redevelopment and love, set in New York. What is the ending...?
I did a similar thing for Micropolis/SimCity more than a decade ago, but with Python and SWIG, instead of emscripten and embind, so you could program your own agents (like PacBot, who follows the roads and eats traffic) and zones (like the Church of Pacmania, which worships and attracts PacBots, and causes lots of traffic to feed them).
Micropolis Online (SimCity) Web Demo:
https://www.youtube.com/watch?v=8snnqQSI0GE
A demo of the open source Micropolis Online game (based on the original SimCity Classic source code from Maxis), running on a web server, written in C++ and Python, and displaying in a web browser, written in OpenLaszlo and JavaScript, running in the Flash player. Developed by Don Hopkins.
Source Code: https://github.com/SimHacker/micropolis
HAR 2009 talk: Constructionist Educational Open Source SimCity:
https://donhopkins.medium.com/har-2009-lightning-talk-transc...
Church of PacMania:
https://github.com/SimHacker/micropolis/blob/master/Micropol...
PacBot:
https://github.com/SimHacker/micropolis/blob/main/Micropolis...
https://github.com/SimHacker/micropolis/blob/master/laszlo/m...
Back when I was porting SimCity to Unix in the early 90's, Maxis gave me the source code to SimEarth too, but I never had the chance to port it, and don't have permission now unfortunately. I'd love to make a modern version of SimEarth and SimAnt too, but neither of them were as successful or engaging a game as SimCity. Will Wright discusses SimEarth, SimAnt, and SimCity 2000 in this 1996 talk he gave to Terry Winnograd's user interface class, and also demonstrates a very early version of The Sims when it was called Dollhouse. His point was that SimAnt was too simple, SimEarth was too complex, but SimCity 2000 was just right, and Dollhouse was the next thing he was working on, which became The Sims. I'd also love to make a modern version of The Sims 1, but I don't have permission for that either, and have never been able to talk anyone at EA to reproduce the miracle it took to release SimCity.
But I'm delighted and grateful to have the chance to work with Yoot Saito on SimTower instead, since he retained all the rights to his code, and we're both on the same page about educational games, constructionist education, and our respect for Alan Kay and Seymour Papert's philosophy about teaching kids to program and motivating it with games. A visual programming language in Micropolis and Yoot Tower would be great (that's the long term plan), like the SimAntics VPL in The Sims 1 (but much easier to use and extend).
Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26:
https://www.youtube.com/watch?v=nsxoZXaYJSk
Here's an article I wrote about that talk right after attending it, that I updated in later years after working with Will on The Sims, and then even more recently when Stanford finally published the video of the talk decades later:
https://donhopkins.medium.com/designing-user-interfaces-to-s...
Re: Descent 3 Source Code
#164Descent's control system is for me what cemented the "invert Y axis" on the mouse for controlling first person gaming forevermore. My brain absolutely clicked with the 6DoF mindset, but it has meant that all FPS games from that point on had to conform to it, even if the game wasn't in any way flying-based.
A mouse for Descent? We used to play with both hands on the keyboard- look, slide, and spin on the number pad, move, fire, etc. on the far left side. We're we alone?
Re: Descent 3 Source Code
#165Earlier quoted context omitted.
Inverted Y players unite! Descent also contributed to my ruined brain, along with Flight Simulator 95. Cannot play without inverted Y.
"Inverted Y" is what Wright brothers had on the Flyer.
Re: Descent 3 Source Code
#166Re: Descent 3 Source Code
#167Re: Descent 3 Source Code
#168I loved loved loved this game. Never understood why this concept didn’t become a whole genre. No actual up, 360 degree freedom, enemies that were smart and could snipe you. Wasted many hours back then and very eager to try this out.
Not that you asked, but there's exactly one (popular) game that utilizes the same control scheme in modern times, Outer Wilds. Although it's not a shooter, it's quite a nice adventure game. https://store.steampowered.com/app/753640/Outer_Wilds/ There is, however, an outright continuation of the subgenre, in Overload. https://store.steampowered.com/app/448850/Overload/
https://www.youtube.com/watch?v=FyMduxHsXko
https://steamcommunity.com/app/448850/discussions/0/38095358...
Re: Descent 3 Source Code
#169Re: Descent 3 Source Code
#170I know I will be in a small minority, but I miss the way changes were documented and explained at the top of the source code. Makes it super easy to get a feel for it and super easy to search for comments on changes or jump to the part of the code you need to work on. Yes the drawbacks are sometimes a huge list of comments before the source code even begins, but you can quickly jump with a search for " */" It makes t…
You can give a path to git log, e.g., `git log --follow -- file.txt` If you'd put some text markers in the file's headers, e.g., ` `, you could create a script that gets the git log for each file that contains the markers and puts the log between those markers. Keep the markers to be able to rerun the script. Also need a script to purge the log when commiting. Could be automated with git hooks I guess.