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Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

660 points| racenis | 1 year ago |racenis.github.io

Hello everyone, I would like to see if there is any interest in this little project that I have been working on for the past few years.

Could be relevant, seeing the direction in which the mainstream game engines are going.

I didn't really like any of the already existing options, so I tried to make my own and it turned out to be easier than expected.

It's sort of like a low-budget Unreal/Source, but with open-world streaming support and it is free and open source. Very old-school. But optimized for more modern hardware. Very fast too.

Still not production ready, but it seems like it is mostly working.

I want to finish a few larger projects with it to see what happens.

Btw, the name is probably temporary.

237 comments

order

mlekoszek|1 year ago

"Some might say "just get a better computer". This is why getting a better computer is bad:

1. Affordance: A lot of people, especially from 3rd world countries are very poor and can't afford to buy hardware to run Turbobloat.

2. e-Waste: Producing computer chips is very bad on the environment. If modern software wasn't Turbobloated you would buy new hardware only when the previous hardware broke and wasn't repairable.

3. Not putting up with Turbobloat: Why spend money on another computer if you already have one that works perfectly fine? Just because of someone else's turbobloat? You could buy 1000 cans of Dr. Pepper instead."

Took the words from my mouth. What a great project. Please keep posting your progress.

lukan|1 year ago

"Screen resolutions from 320x200 to 800x600."

Still, higher resolutions were not just invented because of Turbobloat.

Narishma|1 year ago

They say that but the engine seems to require an OpenGL 4 GPU while the graphics look like something that could be done on a Voodoo card.

jameshart|1 year ago

What is ‘turbobloat’?

From context, I interpret it to be ‘graphics tech I don’t like’, but I’m not sure what counts as turbobloat.

speedgoose|1 year ago

Manufacturing and shipping a new computer can be worth it long term. Improvements in performance and energy consumption can offset the environmental impact after some time.

Of course for entertainment it’s difficult to judge, especially when you may have more fun on an old gameboy than a brand new 1000W gaming PC.

tsumnia|1 year ago

"A thing should be a thing. It should not be a bunch of things pretending to be a single thing. With nodes you have to pretend that a collection of things is a single thing."

Just want to say this line was great, very Terry Pratchett. Feels like something Sam Vimes would think during a particularly complex investigation. I love it and hope you keep it moving forward.

Haven't gotten a chance to mess around with it, but I have some ideas for my AI projects that might be able to really utilize it.

tines|1 year ago

In isolation, isn't the quote prima facie so bad and so wrong though? We think of collections of things as single things constantly. A human is a collection of body parts, body parts are collections of chemicals, chemicals are collections of molecules, molecules are collections of atoms... and yet at each level we think of those collections as being single things. Not being able to do that is just... absurd.

The project looks awesome though.

jameshart|1 year ago

It sounds like the sort of thing Sam Vimes would say before being begrudgingly forced to admit, after being forced by Sybil to undergo some painful personal growth, that maybe, sometimes, a thing might need to be more than just a thing.

And that Vetinari’s entity component system might seem complicated but it works, damnit and it makes the city function.

derefr|1 year ago

This quote is likely intended for people who've tried other solutions and disliked them, but as someone who's never used a game engine of any kind, I'd appreciate someone giving me an ELI5 of how "nodes" relate to "pretending that collections of things are things."

Is the problem here that using a nodal editor encourages/incentivizes you through its UX, to assign properties and relationships to e.g. a `Vector` of `Finger`s — but then you can't actually write code that makes the `Vector<Finger>` do anything, because it is just a "collection of things" in the end, not its own "type of thing" that can have its own behavior?

And does "everything is an Entity, just write code" mean that there's no UX layer that encourages `Vector<Finger>` over just creating a Hand class that can hold your Fingers and give the hand itself its own state/behavior?

Or, alternately, does that mean that rather than instantiating "nodes" that represent "instances of a thing that are themselves still types to be further instantiated, but that are pre-wired to have specific values for static members, and specific types or objects [implicitly actually factories] for relationship members" (which is... type currying, kind of?), you instead are expected to just subclass your Entity subclass to further refine it?

danbolt|1 year ago

I think the paragraph after is really interesting:

“Also when creating things with nodes, you have to go back and forth between node GUI and code.”

You can see Godot’s Node/GDScript setup as a bit of a response to this argument. Or, they try to make the “going back and forth” as seamless and integrated possible with things like the $ operator and autocomplete.

That said, I do think at the end of day, the “thing is a thing” mindset ultimately prevails, as you have to ship a game.

taneq|1 year ago

Unfortunately everything is a collection of things pretending to be a single thing, even single things. The best we can do is pretend, or avoid finding out.

jorl17|1 year ago

This quote looks like it could have been written by Alberto Caeiro, right before he would turn around and apologize for putting too much thingness into things, less they become less thingy in the eyes of us over-thingers.

amjoshuamichael|1 year ago

I'm starting to believe there is an external force that drives down the quality of game engines over time. In most tech, the things that catch on are the things that are the easiest to develop curriculum for. The shape of a node-based editor like Unity is uniquely suited to explaining over a number of classes. (Source: I had to learn Unity at my University) On the other hand, an engine like raylib can be grokked in an afternoon, so a university-level raylib class wouldn't work. So you have all these amateur game developers and programmers coming out of diploma mills, and all they know is Unity/Unreal, so companies hire Unity/Unreal, so universities teach it, etc. See also: Java being popular. Then of course, all these companies have wildly different needs for their Unity projects, so Unity, being a for-profit company that serves its customers and not a single disgruntled programmer, has to conform their engine. So you end up with 'turbobloat.' (amazing term, btw)

The Half-Life and Morrowind engines are in a unique situation where they're put together by enthusiastic programmers who are paid to develop stuff they think is cool. You end up with minimal engines and great tech, suited to the needs of professional game developers.

This seems like something that sits in between a raylib and a Unity. I haven't used it, but I worry that it's doesn't do enough to appeal to amateur programmers, but it does too much to appeal to the kind of programmer who wants a smaller engine. I could be very wrong though, I hope to be very wrong. Seems like the performance here is very nice and it's very well put together. There's definitely a wave of developers coming out frustrated from Unity right now. As the nostalgia cycle moves to the 2000's, there's a very real demand to play and create games that are no more graphically complex than Half-Life 2.

Anyway, great project. Great web design. Documentation is written in a nice voice.

bombcar|1 year ago

The other thing to remember is the games and the engines built together handle each other - Doom couldn't have a floor above another floor (engine limitation because of CPU limitations) so the level designers created tricks to make it feel like it did.

When you're designing both you can take advantage of features you add but also avoid the ones you can't do well - or even change the art style to "fit" the engine - pixelated angular mobs fit Minecraft quite well, but once they start getting more and more detailed you're in an "uncanny valley" where they look worse and more dated than Minecraft - until you finally have enough polygons to render something decent.

zeroq|1 year ago

A guy who worked on Bioshock (lead design?) said in an interview:

"At work if we want to experiment with a new idea I have to assembly a team, and spend at least a month before we have something we can work with. Meanwhile, at home, I can make a whole Doom campaign in one evening."

(quoting from memory, sorry)

spencerflem|1 year ago

I love library based game dev, like raylib or libgdx, but there is a reason that games like slay the spire moved to unity and then godot for their sequel.

That is to say, I don't think people are using Unity because they were mistaught by complexity loving professors.

inthebin|1 year ago

Games used to be crisp as hell, and now they run like shit, crash, and take 150gb to download, and 150 years to launch. If we played games for graphics, one of the most popular MMOs wouldn't be based on a browser game from 2002, in fact we wouldn't be playing games we would be playing real life.

Look at what Epic Games did with fortnite. They killed a competitive scene game that ran smooth for turbobloat graphics and skins.

dr_kiszonka|1 year ago

> and programmers coming out of diploma mills, and all they know is Unity/Unreal, so companies hire Unity/Unreal, so universities teach it, etc.

There is a similar phenomenon with ArcGIS.

matheusmoreira|1 year ago

Surely there's something good about Unity and its nodes if games like Kerbal Space Program can be made with it.

rootnod3|1 year ago

I wholeheartedly agree with the turbo bloat problem. Machines are so much more powerful nowadays, but most programs feel actually slower than before.

Very cool project. And the website design is A+

p1necone|1 year ago

> but most programs feel actually slower than before

I feel like this is only true for people who happened to luck out with slightly overpowered hardware in very specific time periods.

As someone who used pretty average hardware in the windows 98/2000/xp era as a teenager even a low end modern laptop with an ssd running Windows 10/11/KDE/Gnome/Whatever is massively more responsive even running supposedly bloated webapps like vscode or slack.

diggan|1 year ago

I don't understand the term "turbobloat", never heard it before (and I've made games), the author doesn't define it and a quick search returns the submission article on Kagi, while nothing relevant at all on Google.

So, what does it mean? Just "very bloated"?

Edit: Reading around on the website and seeing more terms like "Hyperrealistic physics simulation" makes me believe it just means "very bloated".

fidotron|1 year ago

> Most Unity games look like very bad, even with fancy shaders, normal mapping and other techniques.

This seems to be an increasingly common point of view among those of a certain age.

It is definitely the case that the art of a certain sort of texture mapping has been lost. The example I go back to is Ikaruga, where the backgrounds are simply way better than they have any right to be, especially a very simple forest effect early on. Some of the PS2 era train simulators also manage this.

The problem is these all fall apart when you have a strong directional light source like the sun pointed at shiny objects, and the player moves around. If you want to do overcast environments with zero dynamic objects though you totally could bypass a lot of modern hacks.

speeder|1 year ago

Yes. And the thing is, some modern games ARE overcast with no dynamic lights, and then go on to use Lumen of all things. This was the case with Silent Hill remake, and that thing runs very slowly, looks WORSE on PS5 Pro, the grass looks worse than in older games and so on.

Seriously, the plot of Silent Hill was invented to justify optimization hacks, you have a permanent foggy space called "fog space" to make easier to manage objects on screen, and the remake instead stupidly waste a ton of processing trying to make some realistic (instead of supernatural looking) fog.

jameshart|1 year ago

Most good looking games built with Unity don’t ’look like Unity games’ so people don’t think of them as constituting an example of ‘what Unity games look like’. So the archetype for ‘what a Unity game looks like’ remains at ‘pretty rough’.

The ‘art’ of making stuff look good has not been lost at all. It’s just very unevenly distributed.

When a team has good model makers and good texture artists and good animators and good visual programming, it looks great, whether it’s built in Unreal or Unity or a bespoke engine or whatever.

Tanoc|1 year ago

There's an insistence that materials can overcome lacking texturing and normal mapping. It's not true, but it's a result of a lot of marketing fluff from things like Unreal Engine being misunderstood or misrepresented. Did you know that in Super Mario Sunshine, for "sharp" shadows the Gamecube was unable to render, that they actually used flattened meshes instead? In Delfino Plaza the shadows under the canopies near the Shine Gate are actually meshes instead of textures. Meanwhile the tile plaza that the mesh shadows lie on looks so nice because it's not one giant texture, it's actually several dozen 128x128px textures all properly UV mapped. In a modern game you'd get two brick textures and a noise pattern to blend them, and they'd all be 2048x2048px with the shadows being raytraced so they have sharper edges.

Ironically as we've gotten hardware with more VRAM and higher bus speeds we've decided to go with bigger textures instead of more of them. The same with normal mapping, instead of using normal mapping alongside more subdivided models we've just decided that normal maps are obsolete and physically modelling all the details is technologically forward way. Less pointy spheres is one thing, but physically modelling all the cracks and scrapes on the sphere is just stupid and computationally wasteful.

bombcar|1 year ago

You can get something working quite quickly (especially with things like Unity) - but to get them looking amazing takes extra skill and polish.

Even a "2D" game like Factorio has amazing polish difference between original release, 1.0, and today.

(This can very obviously be seen with modded games, because the modded assets often are "usable" but don't look anywhere near as polished as the main game.)

robertlagrant|1 year ago

I replayed Half-life 2 recently and was struck, even without high-res texture packs, how amazing the game still looks today.

gmueckl|1 year ago

I think this is because of how extremely cleverly they picked the art style for the game. You have a lot of diffuse surfaces for which prebaking the lighting just works. Overcast skies allow for diffuse ambient lighting rather than very directional lights, which force angle-dependent shading and sharp high contrast shadow outlines. And the overwhelming majority of glossy surfaces are not too shiny which also helps out a lot. All of these are believable choices in this run-down, occupied, extremely dystopian world. And the texturing with its muted color palette pulls it all together.

royaltheartist|1 year ago

That's why I think really good art direction beats raw graphical power any day. Source was pretty impressive back in the day, but the bit that's stood the test of time is just how carefully considered the environments and models are. Valve really put their resources into detailing and maximizing the mileage they got out of their technical constraints, and it still looks cohesive and well-designed 20 years later

GrantMoyer|1 year ago

Half-life 2 has received multiple updates to shading and level of detail since it was released, so it looks a little better than it did at release. Still, it was already a visually impressive game at release.

gaudystead|1 year ago

I just replayed Half Life 2 less than a week ago! I also caught myself thinking, "the levels may not be as detail filled as modern games, but the artistic direction both in graphics and level design is better than many modern designers with bigger budgets."

prettyStandard|1 year ago

You might enjoy "Black Mesa", HL1 remade with the HL2 engine. Played it during the pandemic. No Regrets.

Narishma|1 year ago

Did you play the original Half-Life 2 from 2004 or one of the "remasters" (though they weren't called that) that comes every few years that updates the graphics and/or engine slightly?

potato3732842|1 year ago

Yeah, it was great. They really pulled out all the stops when it came to cinematic quality on that one. They also did a lot of second order things like marrying the scenes to the plot that a lot of games don't well or at all.

mr_briggs|1 year ago

As someone currently working with a little team trying to make low-poly games using Godot - this is awesome!

> Also when creating things with nodes, you have to go back and forth between node GUI and code.

> All of the mainstream engines have a monolithic game editor. It doesn't matter how many features you use from it, you still have to wait 10 minutes for all of them to load in.

These notes really resonated; the debug loop even with Godot, using minimal fancy features, felt a lot slower than other contexts I've programmed in. Multiple editors working around a single data file spec is also a cool idea! In finding that a unified IDE makes it easier for different developers to create merge conflicts, I could see having editors of a more specific purpose may also help developers of different roles limit the scope and nature of their changes. Keen to see how the engine progresses!

gavmor|1 year ago

I am pretty proud of figuring out how to TDD a C# module without booting Unity for a hackathon last month.

Managed to contribute my bit from an underpowered netbook.

I had never written a line of C# before, but I'll be damned if I'm going to concede TDD from the CLI. I knew it could be done, and I made it work. Everybody thought I was crazy, though, and none of the sponsors' DevRel were any help.

And, of course, the biggest point of friction for us, that weekend, was our beefiest machine still had to boot and reboot the damned Unity IDE for a thousand years! Incredible the fetters some folks tolerate.

smcl|1 year ago

You reference "Turbobloat" and engines being "bloated" - which is to some extent fair. But it is maybe worth describing what that means to you - what features you consider "bloat" and which you have omitted from the Tramway project. To some the inclusion of an RPG framework may be considered bloat, for example, yet there is one present in Tramway.

racenis|1 year ago

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.

0xEF|1 year ago

> This article will cover the usage of the framework for beginners who are either scared of C++ or just bad at it

I'm in the latter camp and want to thank you for your "Getting Started" Page. The teapot appeared and I understood things I did not think I would understand. I do not have time to finish your tutorial at the moment (due to only having 30 whole minutes for lunch), but I want to, which says more about how entertaining and accessible it is than anything.

TehCorwiz|1 year ago

Did anyone else find the Design Patterns page? It's a score board with a goal at 100%. I love this so much.

humptybumpty|1 year ago

Linked from the home page:

”Design patterns used 82%.

When all of the patterns get used, I will delete the project and rewrite it in Rust. With no OOP.”

fidotron|1 year ago

I was looking for ages and still haven’t found this.

gleenn|1 year ago

It only supports up to 800x600 resolution? For real? I know people like low res games and this is targeting old hardware but that is surprisingly low to me given the touting of how optimized this is.

mathnode|1 year ago

Think of it as a fantasy console, like pico-8 which despite the extreme restrictions is home to some incredible content that of which exceeds many big studio engines. The imposed ceiling now allows a solo dev or a team to now concentrate on delivering gameplay and vivacious content instead of graphical gimmicks which eat resources both for the consumers and creators.

Nobody argues that FTL, Minecraft, baba is you, Stardew valley, RuneScape, or dwarf fortress are not a high enough resolution.

tiborsaas|1 year ago

Can you make it a bit less photorealistic? I'm afraid that people would confuse reality with the games created with it and it could pose a danger to society.

Do you plan to create some videos showing the process of setting up a basic example?

davikr|1 year ago

Very cool! There need to be more options for developers with lower-end boxes, for gamers with low-end hardware. Unreal Engine 5 is a lost cause nowadays without 64GB of RAM, Unity is a mess and there need to be more options than Godot.

mathnode|1 year ago

In my youth I cut my teeth on the quake 2 sdk. And even without a 3D suite and a c compiler I could get creating. When the Rage toolkit became available, almost none of the community were as besotted with eagerness as they had done before. It was a 30GB+ download with some hefty base requirements. While rage could run on a 4 core machine, not many gamers at the time had 16 core Xeon’s and 16gb of ram! The worst the HL2 modding scene had to contend with was running Perl on windows.

OCASMv2|1 year ago

Still waiting for bevy to get an official editor.

jheriko|1 year ago

Good. This is exactly what I've been complaining about for decades now...

I also have my own engine although it needs some refurbishment. I've never quite found the time to polish it to a point where it can be sold. It also runs on tiny old devices, although if you limit yourself to desktop hardware, that means anything from the last 30 years or so. It also has a design that allows it to load enormous (i.e. universe scale) data by streaming with most often an unperceptable loading time... on the iPhone 4 in about 200ms you are in an interactive state which could be "in game".

Unity and Unreal are top-tier garbage that don't deserve our money and time. The bigger practical reason to use them is that people have experience and the plugin and extension ecosystems are rich and filled with battle tested and useful stuff.

bespoke big company engines are often terrible too. Starfield contains less real world data than my universe app, but somehow looks uglier and needs a modern PC to run at all. mine runs on an iPhone 4, looks nicer and puts you in the world in the first 200ms... you might think its not comparable but it absolutely is, all of the same techniques could be applied to get exactly the same quality of result with all their stacks and stacks of art and custom data - and they could have a richer bunch of real world data to go with it!

999900000999|1 year ago

>Unity and Unreal are top-tier garbage that don't deserve our money and time. The bigger practical reason to use them is that people have experience and the plugin and extension ecosystems are rich and filled with battle tested and useful stuff.

Both are effectively magical sandboxes where platform support is someone else's problem.

Unity is still pretty great, but it's chained to a company that has no real business plan to sustainability.

Unreal is okay, but developers aren't using it right. For any bigger project you should customized the engine for your needs. Or at the very least spend some time to optimize.

But we need to ship and we need to ship now.

Blame the developers not the tools.

bityard|1 year ago

I don't know anything about game programming but I quite approve of your sense of humor.

amlib|1 year ago

You said it's compatible with hardware from 15 years ago, but one of the examples have the graphical complexity of half-life from about 25 years ago, could this engine be optimized further to run on hardware from that vintage or at least closer to? Would be pretty cool making games that can run on a Ryzen 9950x 32 thread monster but scale all the way down to a 1Ghz Pentium III and a Voodoo 3.

racenis|1 year ago

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.

whalesalad|1 year ago

Just wanna say the website aesthetic is legendary. Very on brand.

bigstrat2003|1 year ago

Except that it would be way better if it wasn't arbitrarily limited to a tiny column. I have a large screen, use it please. Don't make me dig into the developer console to undo your fixed width in order to have a pleasant reading experience.

lawlessone|1 year ago

makes me feel like a kid again.

andai|1 year ago

This is really cool. You should organize a game jam for it.

How is the wasm support? My main issue with Godot was large bundle sizes and slow load times. (GameMaker kicks its ass on both, but I never got the hang of it.)

racenis|1 year ago

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.

the__alchemist|1 year ago

From the perspective of someone who's dabbled in 3D graphics, and has made an engine for 3D visualizations for my science projects:

What is blocking this from high resolutions, and dynamic or smooth lighting? The former is free, and you can do the latter in Vulkan/Dx/Metal/OpenGl etc using a minimal pixel and fragment shader pair.

racenis|1 year ago

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.

LordDragonfang|1 year ago

> But what if all that you really want to make is just a lowpoly horror roguelite deckbuilder simulator?

Is this a reference to Inscryption?

divs1210|1 year ago

Neat project!

By the way, to see a great example of how a modern game can be made using the classic Half Life engine, look at the fan made game Half Life: Echoes [1].

It actually looks pretty decent, and the gameplay is top notch.

[1] https://www.youtube.com/watch?v=fBQKi6vGX8U

ozornin|1 year ago

> It does what Godoesn't.

> I am not reinventing the wheel, I am disrupting the wheel industry.

I am laughing out loud

jonny_eh|1 year ago

> Btw, the name is probably temporary

It's announced, and the name is fine, so it'll stick :)

alexvitkov|1 year ago

Love the entity init->use->yeet cycle. Fantastic terminology, may steal it.

  void Entity::Yeet() {
      yeetery.push_back(this);

desireco42|1 year ago

I love the retro aesthetic of your website - it perfectly matches the spirit of the project. The detailed documentation and transparent roadmap on GitHub are excellent. It's clear you've put a lot of thought and effort into making this accessible for developers. Great job on the presentation overall!

pmichaud|1 year ago

This looks really cool, great work. One thing I want to preregister though: I bet against the whole Entity subclass thing. 60% of the way through the first serious-business project, you're going to RUE THE DAY. I'll look forward to seeing what people do :)

CodeCompost|1 year ago

This sounds pretty cool! I like the name too, I would keep it like that.

purple-leafy|1 year ago

This is a really cool project, and I love the writing style.

I am also in the early days of writing a very primitive 2.5D Raycasting engine [0] (think Wolfenstein3D) and have just got to texture mapping. Very fun

Its open source and written in C, a pretty small and easy to follow codebase so far

[0]- https://github.com/con-dog/2.5D-raycasting-engine/blob/maste...

wizzwizz4|1 year ago

Can you add the rule:

  @media (prefers-reduced-motion) {
    .animated {
       display: none;
    }
  }
to the page, please? no_gifs.css is alright, but I need to visit the page (and run JavaScript) before I can find and click it, and by that point the damage is done.

csh602|1 year ago

The writeup, demos and proofs of concept, along with transparent roadmap/todos on the GitHub page are top notch. Great presentation. I definitely see myself trying this.

This is evidence of a great moment in modern indie game dev: the power of fun and simple prototyping.

HeckFeck|1 year ago

This is fantastic, actually. I love that this will let us create games in the late 90s FPS style but with all the niceties of modern hardware. Now if only I had any skill in 3d modelling...

01HNNWZ0MV43FF|1 year ago

Typo, "Trawmay"

> Everyone always says that you "shouldn't create an open-world RPG", but that's just because they have never tried using the Trawmay SDK.

Love it <3

dxuh|1 year ago

I have very similar, strong opinions about game engines and I think this is a great project. I am definitely going to mess around with this after work today.

pyrolistical|1 year ago

Makes me wonder how far can we go with simple but high quality light maps.

It a practical way to bring global illumination to the masses without real time ray tracing

whs|1 year ago

I saw "fixed function pipeline" and immediately think of RTX Remix. This could've been raytracing modded in to add Turbobloat lol

superconduct123|1 year ago

I think a project like this is a good idea with the popularity of retro 3d games and "de-makes" now days

Using a modern engine seems overkill

pryelluw|1 year ago

I fucking love this!

Hope some initial tutorials become available. I’ll gladly contribute some but I need a little guide to get started.

stevage|1 year ago

Wait, so what is the bit about Morrowind and Half life? Doesn't seem to be mentioned anywhere.

desertraven|1 year ago

This is great! I'm wondering if there's anything on the roadmap for multiplayer support?

irskep|1 year ago

racenis, what program did you use to draw the header graphic?

I dream of a Mac port, but it's beyond my skills.

racenis|1 year ago

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

pelagicAustral|1 year ago

Can this be used as an alternative to Hammer to develop HL maps/mods?

amlib|1 year ago

It showed trenchbroom being used to make maps and I don't think that can be used to develop goldsource maps, so most likely not.

0xdeadbeefbabe|1 year ago

I like the name. It's the SDK that gives the name meaning anyway.

to-too-two|1 year ago

Damn this looks sweet! I’m gonna check this out. Cool project!

0xdeadbeefbabe|1 year ago

Why aren't more people commenting about Dr. Pepper?

andrea76|1 year ago

Can it run on a MS-DOS machine with 640 KB of RAM?

Baguette5242|1 year ago

Don't understand shit, but congrats on the website. Is this React 19 ?

thetoon|1 year ago

That would call for a Wii port ;)

skilning|1 year ago

I can't decide if this article is satire.

999900000999|1 year ago

License?

You've obviously put a lot of effort into this, but I'm always lost at how people publish something open source and forget to actually put a license on there. Since now it's technically closed source, hypothetically if you become a monk in the woods next week no one else can fork your code

racenis|1 year ago

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.

d_k_f|1 year ago

An MIT license file was added (or edited) a minute ago in the repo :)

bnetd|1 year ago

[deleted]