> You wouldn’t believe that, but I’ve written a blog post about my own UI library. This is mostly a rant about how bad it is, though; I’m currently designing a new one, and I’m hoping to get it working somewhere in early 2024.
"I think we can make major strides towards AGI this summer" in 1970 == "I think we can make major strides towards GUI this summer" in 2020s.
Making a UI lib might be harder than anything else on the list. Even physics is somewhat tractable if you stare into the XPBD paper long enough. UIs have been an unsolved problem for 50 years.
I thought a game engine was something that reduces the effort of making a game, by taking up all your time writing the new engine so you never actually start making the game?
This is what I am working on or planning atm, https://opengameos.com, just a name right now, have a subreddit called /r/linux_gamedev but I think we can build an entire Linux Distro with a bunch of open source game dev tools (Blender, Krita, Audacity, GIMP, Godot, etc) - tons of high quality projects on Github that we could integrate.
And everything mentioned there is just a fraction of what's really required.
For example looking at his video, the graphics is still in a really basic/alpha phase, a lot more lighting/shader work will be required just to get on par with for example Unity Built-In/URP.
Then your game might need a host of other things, what about character animation, high volumes of entities etc. It's something people don't mention when talking about Godot, Stride and all the other relatively newer engines. They forget how much work has gone into Unreal and Unity to get them where they are today.
Godot is only a handful of years younger than Unity. Both engines are more than 10 years old and less than 20 years old. Godot was used to ship first-party games (before becoming open-source), which is not something Unity has ever done.
Sorry to say, but that is not accurate. Versions 1.0 (2005) and 2.0 (2007) were both publicly available. Unity was announced at WWDC as a game engine developed for Mac OS X.
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[ 2.1 ms ] story [ 204 ms ] threadUnless you have a really good reason, it's probably not a good way to make a game. It is fun though, and you learn a ton!
"I think we can make major strides towards AGI this summer" in 1970 == "I think we can make major strides towards GUI this summer" in 2020s.
Making a UI lib might be harder than anything else on the list. Even physics is somewhat tractable if you stare into the XPBD paper long enough. UIs have been an unsolved problem for 50 years.
- GUI, something almost every single app has since 1980
But somehow the difficulties are comparable. I really like HN comment section.
would it be a good idea to use a WASM runtime as the basis of your scripting engine?
For example looking at his video, the graphics is still in a really basic/alpha phase, a lot more lighting/shader work will be required just to get on par with for example Unity Built-In/URP.
Then your game might need a host of other things, what about character animation, high volumes of entities etc. It's something people don't mention when talking about Godot, Stride and all the other relatively newer engines. They forget how much work has gone into Unreal and Unity to get them where they are today.