239 karma · joined November 11, 2024
I guess that they are moderately useful for finding copy-paste errors.
I like the C++ principle of paying only for what you use.
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.
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.
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 license is MIT. Thanks for noticing.
On Linux I would use vim and gcc.
C is so simple that you don't really need fancy IDE to write it.
Maybe you could simulate different parts of the game world on different physical servers.
I think this is something like what the Very Large MMOs do, but with Erlang it might be easier.