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End of the Machinery Game Engine

The Machinery game engine seems terminated. From email:Thanks so much for supporting The Machinery.Unfortunately, we’ve reached a point where it’s no longer possible for us to continue in the current direction. Per Section 14 of the End User License Agreement, the development of The Machinery will cease, we will no longer offer GitHub access, all licenses are terminated as of 14 days after the...

( Read More... | 93 comments | 209 points | on HN )
Re:ChaiScript – Easy to Use Scripting for C++ on Thursday July 25, 2019 @06:10PM (#20530303)
From their GitHub page: "ChaiScript is one of the only embedded scripting language designed from the ground up to directly target C++ and take advantage of modern C++ development techniques, working with the developer how they would expect it to work. Being a native C++ application, it has some advantages over existing embedded scripting languages:

It uses a header-only approach, which makes it easy to integrate with existing projects.

It maintains type safety between your C++ application and the user scripts.

It supports a variety of C++ techniques including callbacks, overloaded functions, class methods, and stl containers."

Re:Why I’m done with Chrome on Sunday September 23, 2018 @08:10PM (#18054108)
There's no implication there.
Life is way more complex than an isolated study might lead you to believe. Read research, but be aware of its limitations.
Re:How to take 7 years to ship a beta on Sunday July 15, 2018 @10:21PM (#17538325)
I was agreeing with him!
Re:How to take 7 years to ship a beta on Sunday July 15, 2018 @07:50PM (#17537776)
Oh yeah, no chance. The best outcome for me is to earn enough to keep making games.
Re:How to take 7 years to ship a beta on Sunday July 15, 2018 @07:48PM (#17537775)
The game is my life, but so are my wife and daughter. It's a life!
Re:How to take 7 years to ship a beta on Sunday July 15, 2018 @07:47PM (#17537772)
Hi Sam!
Re:How to take 7 years to ship a beta on Sunday July 15, 2018 @07:46PM (#17537767)
Sorry!
And so marks the end of the std::graphics era. I originally thought it was a good idea, but now agree that a graphics API like that has no place in standardisation.
Re:The joy of max() on Friday March 30, 2018 @07:51PM (#16720757)
In libcxx it's a few lines. Unless you also count the overloads for initialiser_list etc.
Re:Peace and quiet is all about the noise in your head on Monday February 19, 2018 @07:43PM (#16416998)
Americans invented the laugh track. ;)
Best joke I've heard all day.
Re:Metaclasses: Thoughts on generative C++ on Friday July 28, 2017 @03:54AM (#14872713)
I'm excited by this feature, along with all the other compile-time programming stuff (reflection, concepts). The downside I see is having to remember how a metatype works.. e.g., the default access type for member variables of struct, class, interface, value, .. and on and on. But if we keep the number of metatypes low, this may manageable.
Re:Ten Years of Worthless Side Projects on Tuesday July 25, 2017 @05:55PM (#14852229)
Seems like a very broad definition that would place science, religion, and this comment within the sphere of art.
Re:Searching for fast complex numbers in C99 and C++ on Thursday July 20, 2017 @03:48AM (#14810715)
fixed point is often used for that case
Re:I'm a dad on Monday April 10, 2017 @12:31AM (#14076032)
Took a few rounds but the Angels were in on this one.. ;)
Re:I'm a dad on Monday April 10, 2017 @12:31AM (#14076030)
Thx!
Re:I'm a dad on Monday April 10, 2017 @12:30AM (#14076028)
I think she triggered an interrupt in my brain and now I'm running a deep hidden subroutine..
Re:I'm a dad on Monday April 10, 2017 @12:29AM (#14076025)
Haha with a constantly changing ABI right? Thx :D

I'm a dad

Hey HN, I just had my first child and am over the moon! Witnessing childbirth and the strength of my wife gave me a whole new perspective on humanity and life. My day to day for the last 5 years has been filled with code, so this event was a good reminder that I'm human.

( Read More... | 9 comments | 11 points | on HN )
Re:Entity/Component Game Design: A Primer (2011) on Monday April 03, 2017 @04:18AM (#14021307)
You could definitely make them full entities, it would depend on your use case. If you're making a bullet hell shooter then maybe bullets need to be handled as a special case. Either way best not to get caught up in ideology or finding a perfect architecture, just do what works for you and your game.
Re:Entity/Component Game Design: A Primer (2011) on Sunday April 02, 2017 @07:45PM (#14019715)
It's a problem, but I'm not sure it's a big enough problem to seek out an alternative architecture altogether.

Bullets probably would be simple structs in a shooty game, not full blown entities.

The next step beyond that simple approach is to store the components outside the entity. E.g. using SoA that Jon's new language has support for.

In my game (http://moonman.io) i use an approach similar to that in the bitsquid engine, with static polymorphism and crtp and other nonsense. It works but i admit is probably overkill.

Re:Entity/Component Game Design: A Primer (2011) on Saturday April 01, 2017 @08:43PM (#14015041)
Have you written about this in more detail Jon? I'd love to read about it.

I'm not sure if there's an explicit definition somewhere, but i think an ECS could be as simple as an entity struct that contains an (optional) physics struct, that is then operated on by some physics module.

Re:Thirteen Years of Bad Game Code on Friday March 31, 2017 @03:55AM (#14001888)
A good retrospective. I'm always inspired by Evan's passion and ability.
Re:Id Software Programming Principles on Saturday February 25, 2017 @06:30PM (#13734541)
I think there's a distinction between prototypes of parts of the game and the full game.

I remember Carmack building a prototype of the texturing system for Rage to see if it would all work, so maybe the prototyping was always just an implicit part of JC's programming.

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