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It's the same GIF that's used in the polish milk soup song video.


I made the website header in GIMP. The logo in the repository README was made in a very old version of MS office.


That's why added it in as an optional extension. It is a part of the larger engine project, but it is completely optional.

I like the C++ principle of paying only for what you use.


Understandable, but the main thing was - you lean a lot on the idea of "TurboBloat" being this universally understood concept. And I think many people might have a vague feeling that a lot of modern software is slow and "bloated", but you may want to be clear on what you consider "bloat".

The RPG engine was just an example of why it may not be such a universal thing, I'm not saying it's bad - but clearly you think that is not "bloat" whereas to some it might be. So it's maybe better to head this off at the pass and just write a little paragraph with some examples of bloat you have observed in other engines that you have consciously avoided in Tramway.


There's literally nothing preventing you from dragging the edge of the engine window and resizing it, or calling the screen resize function from the C++ or Lua API.

That bit about 24-bit color and 800x600 resolutions was mostly meant to be a fun nod to promotional text that you could find on the backs of old game boxes.

The default renderer for the engine is meant to emulate what you could achieve with a graphics card that has a fixed-function graphics pipeline.

I'll do more modern renderer later, for now I am mostly focusing on the engine architecture, tools and workflows.


Great info! That answers my question entirely.


The oldest computer that I have tried running this engine is a HP laptop from 2008, running a 32-bit version of Windows XP.

It seemed to work fine, but I did have some issues with the Direct3D 9 renderer. The renderer works fine on other computers, so I have no idea if it's a driver bug (Intel tends to have buggy drivers) or if it's a bug on my part.

The biggest problem with using old hardware is drivers. Older drivers will only work on older operating systems and it's difficult to find C++20 compilers that will work on them.


You can use modern MSVC or Clang with an old C runtime/Windows SDK. It's a pain in the ass since new compilers are way stricter with what they compile, so you get a bunch of warnings, but it will work.


I would say that it is way too early for a game jam.

The webassembly builds seem to work fine. A basic project would take up around 20MB and takes a couple of seconds to load in, so it's not great, but then again I haven't done any optimizations for this.


>too early for a game jam

All the more reason! Then you'd fix it faster ;)


I just realized that I had forgotten to actually add the license file to this repository. Added it now.

The license is MIT. Thanks for noticing.


You should sync up the names with the emails. Maybe more fun variations on the passwords. Other than that, it looks great!


On Windows I would use Notepad++ and MinGW.

On Linux I would use vim and gcc.

C is so simple that you don't really need fancy IDE to write it.


What are the available timezones? I am getting a 999 response for every time zone I tried.


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