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net_
searching Neon…
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1.
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by
net_
7mo ago
So the solution is to build applications around less of a common base? I don't follow the logic, with respect to Zed. I get what you mean if there's a first-party UI solution in your language (e.g. Swift), but in that case you don
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net_
7mo ago
I haven't worked on screen reader support, yet. Support for alternative text input is built into SDL. UI size scaling is a feature I plan on adding eventually.
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net_
7mo ago
In 2020, I started working on a (C++) game engine. Since the only decent open-source UI option was Dear ImGui (which was obviously a bad choice for consumer-facing UIs), I ended up rolling my own retained-mode UI library on top of SDL. Now,
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net_
1y ago
I transitioned from a "normal" keyboard to a Glove80 last year. I immediately didn't like using the standard layout, so I switched to Colemak-DH which I've found pretty comfortable. The thumb clusters are definitely a pa
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net_
1y ago
I've heard The Audio Programmer discord is a great resource for this sort of thing. Worth checking out: https://www.theaudioprogrammer.com/
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net_
2y ago
For 25-player lobbies and some persistent state, I can't help but feel it's over-engineered. Certainly many games (including popular mmos) have been made with much less. This seems like they were engineering defensively against th
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net_
3y ago
I made a video series on networking theory for virtual worlds that has been well received: https://youtu.be/0wOZusuMIIM I've also been working on an engine for the past few years if you want some code examples: https:
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net_
4y ago
I've thought a bit about how I would add text-based procedural generation to my virtual world engine (I would love to have an "edit a book to change the world" experience, like Myst's linking books). The hard part is the
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net_
4y ago
Popular games switching from pub servers to matchmade 5v5/6v6 bums me out. It feels like it was just done to chase esports money, and it's such a worse casual experience. Way more stress, way less community.
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net_
4y ago
Man, the negative sentiment on this site towards C++ is pretty alien to me. C++ is (I'm guessing) currently holding up an order of magnitude more applications than whatever you think is better than it. Clearly it has upsides, so it
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net_
4y ago
In the other direction, the "all fields at default value serializes as size 0 message that you can't send" behavior has been an unending annoyance since switching to proto3.
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net_
4y ago
That's a really good idea. I've been thinking of what I could do as the first little reference project after I split up the engine and project code. I think a small world with text chat and games like tic tac toe would be perfect.
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net_
4y ago
I'm speaking mostly to the design of our virtual worlds. New tech is certainly interesting, but I feel we're trying to build a roof before the walls. For example, compared to commercial worlds from 2005 (or text muds from 1995 for
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net_
4y ago
All credit to https://kenney.nl/ for the art. These free isometric assets have been invaluable during development, and they look great! Good point about the sprite editor. I've been struggling with finding interesting
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net_
4y ago
It's worth saying that, by far, most of the processor time goes towards the networking (serializing, compressing, sending, receiving). Specifically with the game loop though, the interest management system takes the most time, with the
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net_
4y ago
Hey all, Net_ here. Virtual worlds are really important to me. They've helped me through a lot of tough times, and I think they're a necessary part of our future. Unfortunately, they've largely been stagnant for the past 15 y
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Show HN: The Amalgam Engine – Easily create isometric virtual worlds
(github.com)
73 points
by
net_
4y ago
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10 comments