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Search - "game physics"
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As a developer, sometimes you hammer away on some useless solo side project for a few weeks. Maybe a small game, a web interface for your home-built storage server, or an app to turn your living room lights on an off.
I often see these posts and graphs here about motivation, about a desire to conceive perfection. You want to create a self-hosted Spotify clone "but better", or you set out to make the best todo app for iOS ever written.
These rants and memes often highlight how you start with this incredible drive, how your code is perfectly clean when you begin. Then it all oscillates between states of panic and surprise, sweat, tears and euphoria, an end in a disillusioned stare at the tangled mess you created, to gather dust forever in some private repository.
Writing a physics engine from scratch was harder than you expected. You needed a lot of ugly code to get your admin panel working in Safari. Some other shiny idea came along, and you decided to bite, even though you feel a burning guilt about the ever growing pile of unfinished failures.
All I want to say is:
No time was lost.
This is how senior developers are born. You strengthen your brain, the calluses on your mind provide you with perseverance to solve problems. Even if (no, *especially* if) you gave up on your project.
Eventually, giving up is good, it's a sign of wisdom an flexibility to focus on the broader domain again.
One of the things I love about failures is how varied they tend to be, how they force you to start seeing overarching patterns.
You don't notice the things you take back from your failures, they slip back sticking to you, undetected.
You get intuitions for strengths and weaknesses in patterns. Whenever you're matching two sparse ordered indexed lists, there's this corner of your brain lighting up on how to do it efficiently. You realize it's not the ORMs which suck, it's the fundamental object-relational impedance mismatch existing in all languages which causes problems, and you feel your fingers tingling whenever you encounter its effects in the future, ready to dive in ever so slightly deeper.
You notice you can suddenly solve completely abstract data problems using the pathfinding logic from your failed game. You realize you can use vector calculations from your physics engine to compare similarities in psychological behavior. You never understood trigonometry in high school, but while building a a deficient robotic Arduino abomination it suddenly started making sense.
You're building intuitions, continuously. These intuitions are grooves which become deeper each time you encounter fundamental patterns. The more variation in environments and topics you expose yourself to, the more permanent these associations become.
Failure is inconsequential, failure even deserves respect, failure builds intuition about patterns. Every single epiphany about similarity in patterns is an incredible victory.
Please, for the love of code...
Start and fail as many projects as you can.30 -
Impostor vs Kenner syndrome
We got a new kid which does his internship from school. We talked and he asked me what stuff I had done with 14 - 16. I remembered with 14 I was really into reverse engineering, assembler and c/c++ but never managed to actually build something.
So he started to say stuff like he could replace me in an instant and he should get paid for this internship at least as much as I did, because he made some websites and games already.
I really was down. Kids today get a lot of shit done and I was a disappointing lazy little shit just playing games and try to reverse engineer stuff and learn assembler and c++.
It's been month and shit hit me when I've seen his stuff was copy pasted from a tutorial/ YouTube video.
Today's ressources, languages, frameworks make it really easy to build something but I still got respect for everyone every age who is interested and get into programming and stuff.
But I hope you'll read this you little shit and realise that you can use a simple physics engine by copy and pasting code. So don't talk disrespectful to people in general especially when they can create a whole game and physics engine.14 -
--- NVIDIA announces PhysX SDK 4.0, open-sources 3.4 under modified BSD license ---
NVIDIA has announced a new version, 4.0, of PhysX, their physics simulation engine.
Its new features include:
- A "Temporal Gauss-Seidel Solver (TGS)", an algorithm used in this SDK to make things such as robots, character arms, etc. more robust to move around. NVIDIA demonstrates this in the video by making their old version of PhysX, 3.4, seem like an unpredictable mess, the robot demonstrating that version smashing a game of chess.
- New filtering rules for supposedly easier scalability in scenes containing lots of both moving and static objects.
- Faster queries in scenes with actors that have a lot of shapes attached to them, improving performance.
- PhysX can now be more easily used with Cmake-based projects.
In essence, better control over scenes and actors as well as performance improvements are what's new.
Furthermore, NVIDIA has released PhysX version 3.4 under the 3-Clause-BSD-license, except for game console platforms.
As NVIDIA will release the new version on December 20th, it will also be released under the same modified BSD license as PhysX 3.4 is now.
What are your thoughts on NVIDIA making a big move towards the open-source community by releasing PhysX under the BSD license? Feel free to let us know in the comments!
Sources:
https://news.developer.nvidia.com/a...
https://developer.nvidia.com/physx-...
https://github.com/NVIDIAGameWorks/...4 -
Game Development,
Because it merges together so many interesting fields so well. It has a ton of physics, a lot of art and design, psychology, philosophy, storytelling, music ...
And it really gives you the possibility to make anything work to your rules. The only limit there is is the limits of logic and your hardware.7 -
I took a pinball game I found on GitHub, forked it and added graphics along with modified the physics a bit.
https://github.com/ErvinSabic/...
I have a customer who repairs pinball machines.
I'm gonna sneak this into his site free of charge just cause it would be badass.1 -
Once I was coding a pool game, and didn't know why the white ball kept on going on forever. It was 4AM, so I was already a little tired as you can imagine.
The glitch came from the fact that I had designed a whole polynomial function to imitate the deceleration of the ball... I replaced it with two lines: one creating speed and deceleration value, and another one subtracting the deceleration value until speed was zero. And then I went to sleep.6 -
Co-worker is in his office.
Co-worker whistles continuously "The rains of Castamere" from the Game of Thrones series.
I like Game of Thrones.
I also like the series' score.
But not the way my co-worker interprets it.
Because it's wrong.
Anyway, he whistles.
Sometimes louder, sometimes less so.
It's very out of tune.
It's annoying.
I can't concentrate, let alone code.
Co-worker goes to a meeting.
Silence.
I delete the bullshit I've written earlier.
Then, I get some coding done.
Then, I'm relaxed again.
Then, Co-worker returns.
Now he hums.
It's the same song.
Over and over again.
Again.
It's not that much out of tune, but it's still annoying.
I can't think, I can't concentrate, let alone code.
My thoughts drift to a certain Red Wedding.
I imagine it in vivid detail.
Strangely, it's a happy place right now.
I imagine throwing my screen through two fucking walls.
I don't do it, because the laws of physics are against me.
But the thought is enough.
I'm at peace, again.
... also, I got to leave early today, so I got that going for me which is nice.
(I already had to tell that co-worker *not* to whistle loudly in the cafeteria - you can hear it in a big part of the building. We had some important customers over and Office Management was not amused.)6 -
So, I'm still not certain if it's actually a bug or merely my lack of experience, but I've been working on a 2D platformer game (using only C++ and SDL2) for roughly 2 years now (on and off; sometimes off for months) and I'm extremely embarrassed about this, but for the life of me, I cannot seem to get the player character's movement and collision physics working properly. It's driving me absolutely insane.
I've read articles and tutorials, referenced books, and posted about it in game development communities (e.g., gamedev.com, Discord servers, etc.), but even though the fundamental structure and explanations made sense, getting the code to work has been unsuccessful, albeit not completely so, but if I get one thing working, another thing breaks. It feels like I'm trying to repair a vase that fell off of a skyscraper and turned to dust on the street below.
I've always been a very tech savvy person with a fiery passion for programming, electronics and game/software/embedded/web development, but to be honest, having such a difficult time with things like this that — in theory, at least — seem like trivial bumps in the road have made me feel like I'm never going to be successful in this field. But regardless of the depressing thoughts of worthlessness, my passion doesn't let me stop trying. Who knows, maybe it'll have to remain just a hobby. 😕4 -
Think I am going to try out my first stuff for my game engine in 2D. The games I have the most fond memories of were 2D. Sure I like what has happened on the 3D side. But it would be fun to recreate some of my favorite 2D games. Except with one caveat: procedural generation. Never play the same game twice. For testing purposes I will have a seed system to regenerate the same worlds. I would have played these games so much longer if they had been based on a seed for generation of content.
I also like the idea of weapons and armor never being exactly the same. Sure they can look similar, but on close inspection you could see differences. It will be fun to start with base models and then add imperfections and differences.
Another issue I have with fantasy games is always leveling up the weapon by buying something better. Sure we have improvement systems though smithing and magic, but some weapons are always better than others. I wanted to have a game where weapons could be improved by usage and upgrades. Kill 1000 trolls and the weapon gets imbued with trollbane. Kill a dragon and the blood infuses and it deals fire damage. So a player could start out with the family sword and end up with a god tier weapon at the end of the game. Make weapons become legendary. Not because it has more power, but because trolls recognize the blade and the wielder and are scared shitless.
Terrain in 2D should be a lot easier to generate. Weapons, armor, etc should be easier to modify and generate. This should give me the grounding I need to develop the algorithms for a future 3D system. Godot is currently stronger in 2D than 3D. That will change in the next couple of years as more focus is put on the engine. There is no reason I cannot experiment with mixing 2D and 3D as well.
Holy shit, I was just thinking I cannot imagine the amazing shit they could have done with the games I played as a kid with 2D physics!
Haha, something they had in the older games was actual gambling. You could bet on monster fights and slot machines in game. I wonder if that takes a hard hit with ESRB now?
Currently stuck in tutorial hell. Learning how the engine works and seeing what features are available. I get more excited each video I watch. The engine is packed with goodies and the addons are crazy good.
tldr: First project will be short game in 2D. Will explore procedural content.13 -
After all those years, I finally understood what makes Half-Life 2 so immersive.
From the very beginning, as the game teaches you things about itself, you discover that every model is made with you in mind. The barrel is just tall enough to jump on it, but not taller. The big crate's size is calculated precisely for you to jump onto it from a small crate. Ladders are comfortable for you to climb on. Everything in this game world designed around you, the human.
…except for combine constructions.
They're awkward to walk around. You keep lowkey clipping into them. Half-transparent armor fence looks like you can jump over it, but you can't. It's just a bit taller than that, on purpose. Combine towers are hard to climb onto. You keep bumping into things. Once you locate the ladder and climb all the way up, you bump your head into the ceiling. You don't have much room for movement on top. Combine walls have an inconclusive, uncomfortable physics model that is very annoying to interact with. If you run into it and jump, you clip into it just enough to stop your movement instantly.
This hammers in the message — combines aren't human. Their constructions aren't meant for humans. This was my biggest discovery the last time I played Half-Life 2.
HL2 is a strong contender to be my favorite game of all time.11 -
Ahh, Unity’s “Wheel Joint.” Who knew it had “polarity.” I spent good several f*<king hours debugging this $h!+ just to find out I just placed them backwards on a 2-D car. Instead of the joint turning the wheels, they were trying to “turn the chassis.”
This meant the chassis received an impossible force which would rip it in half in real life. Of course, this was a unity game, so what happened instead was the physics engine flipping out which sent the car into the air!
I guess it was good for some lulz, but it took way too long to debug. I guess it’s time to take a little time off of that project.3 -
I'm really not sure. When I was 7-8 years old, I liked to view source in IE, then I somehow managed to use Javascript in the browser. First only some dumb opening of windows. And I liked Batch, so I made some files for copying, backup and stuff.
Then I got to PHP during the years from some online tutorial about making dynamic websites. My website was more static than stone, but yeah, I did page loading with PHP! Awful experience anyway, because I had to install Xampp, get it work and other stuff. 11 years old or so. (and I used Xampp only as a fileserver between laptop and desktop later, because.. PHP4... just no.)
As 12 years old or so I experienced my first World of Warcraft (vanilla) on a custom server in an internet cafe and I thought it's a singleplayer game. When I found out that no, I googled how to make my own server (hated multiplayer back then and loved good games with huge storylines). Failed miserably with ManGOS, got something to work with ArcEMU. There I learned some C++ basic stuff, which I hoped would helped me to fix some bugs. When I opened the code I was like: "Suuure." and left it like that. I learned what a MySQL database is, broke it like four times when I forgot WHERE and still rather played with websites i.e. html, css, js and optionally php when I wanted to repair a webpage for the server. With a friend we managed to get the server work via Hamachi, was fun, the server died too soon. Then I got ManGOS to work, but there wasn't really any interest to make a server anymore, just singleplayer for the lore. (big warcraft fan, don't kick me :D )
I think it was when I was 13y.o. I went to Delphi/Pascal course, which I liked a lot from the beginning, even managed to use my code on old Knoppix via Lazarus(Pascal). At this age I really liked thoae Flash games which were still common to see everywhere. So I downloaded .swfs, opened and tried to understand it. Managed to pull some stuff from it and rewrite in Pascal. Nope, never again that crap.
About the same time I got to Flash files I discovered Java. It was kind of popular back then, so I thought let's give it a try. I liked Flash more. Seriously. I've never seen so much repetitiveness and stupid styling of a code. I had either IDE for compiling C++ or Pascal or notepad! You think I wanted my code kicked all over the place in multiple folders and files? No.
So back to Pascal. I made some apps for my old hobby, was quite satisfied with the result (quiz like app), but it still wasn't the thing. And I really thought I'd like to study CS.
I started to love PHP because of phpBB forums I worked on as 15 y.o. I guess. At the same time I think there was an optional subject at school, again with Pascal. I hated the subject, teacher spoke some kind of gibberish I didn't really understand back then at all and now I find it only as a really stupid explanation of loops and strings.
So I started to hate Pascal subject, but not really the lang itself. Still I wanted something simpler and more portable. Then I got to Python as hm, 17y.o. I think and at the same time to C++ with DevC++. That was time when I was still deciding which lang to choose as my main one (still playing with website, database and js).
Then I decided that learning language from some teacher in a class seriously pisses me off and I don't want to experience it again. I choose Python, but still made some little scripts in C++, which is funny, because Python was considered only as a scripting lang back then.
I haven't really find a cross-platform framework for C++, which would: a) be easy to install b) not require VisualStudio PayForMe 20xy c) have nice license if I managed to make something nice and distribute it. I found Unity3D though, so I played with Blender for models, Audacity for music and C# for code. Only beautiful memories with Unity. I still haven't thought I'm a programmer back then.
For Python however I found Kivy and I was playing with it on a phone for about a year. Still I haven't really know what to do back then, so I thought... I like math, numbers, coding, but I want to avoid studying physics. Economics here I go!
Now I'm in my third year at Uni, should be writing thesis, study hard and what I do? Code like never before, contribute, work on a 3D tutorial and play with Blender. Still I don't really think about myself as a programmer, rather hobby-coder.
So, to answer the question: how did I learn to program? Bashing to shit until it behaved like I desired i.e. try-fail learning. I wouldn't choose a different path.2 -
Making scripts for custom physics is fun. One moment, the object gets stuck on the ground. The next, it shoots off into the far distance.
Lesson of the day? Don't be an idiot for once, stop, grab a notebook, Google some formulas and think like a human being before messing around with the script again.2 -
!rant
How to earn a lot of money as a programmer?
So this question might sound a little naive and too simple, but earning a lot of money is what we all want after all right? Collecting experiences from people in the business should be a good idea.
So this is the position I am in:
I am a German student in my 13th year of school (which means I will graduate this summer) and I am very interested in information technology. I know C++ pretty well by now and I have built a rendering engine for a game I want to make using openGL already, which I am very proud of.
I would love to turn this passion into my profession and thats why I plan to attend a dual course of computer science next year (dual means that I will be employed at a company (or similar) in parallel to the studying course).
But what direction should I be going in if I want to make big money later on? I am ready to spend a lot of time and work on this life project but I don't know which directions are the most promising. I hate being a tiny gear in a huge machine that just has to keep spinning to keep the machine alive, I want to be part of a real project (like most people probably) and possibly sell a product (because I think that is how you really make money).
Now I know there is no magic answer to this, but I bet many people here have made experiences they can share and this could help a lot of people directing their path in a more success oriented way.
I personally am especially interested in fields which are relatively low-level and close to memory (C++), go hand in hand with physics and 3D simulation and are somewhat creative and allow new solutions. (These are no hard lines, I just thought I should give a little direction to what I know already and what I am interested in)
But really, I am interested in any work you are likely to earn a lot of money with.12 -
I don't know if I can be developer anymore. After I went to high school (one of the best in Poland) everything seems to collapse. My grades are poor. Especially on math and physics, but surprisingly everything Computer Science related is better than average. I also know how to code and I don't struggle with math used while programming. Heck, I even made my first game at the age of 10 in Visual Basic. I just love programming, computer science, etc, but after I went to high school I just don't know anymore...5
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Currently working on a pinball game in Godot.
https://github.com/Demolishun/...
Just added the Qodot plugin. This allows Quake style maps to be imported and used in game engine. This should make making different pinball layouts much easier. Most of the physics are working "good enough". I really like programming scripts in Godot. They are short and to the point with GDScript.
I am not in lockdown and I am still going to work. Most of my social events have cancelled themselves. So in that sense parts of my life are in lockdown. -
I bought a $1 Steam game called Square Brawl some 5 years ago. It's a minimalistic arena battle with forgiving physics, diverse and satisfying weapons and a geometric design based on squares.
It's among my favourite couch multiplayer games, but the programming is shit. The resolution is weird, the launcher is some default config screen that came with the game engine, with a controller it's tricky to avoid picking a second color by accident which spawns a ghost player that is jointly controlled by the AI and the player. Sometimes the game spawns 10 copies of everyone, all of which you control at the same time. Getting stuck inside walls is commonplace.
On an unrelated note, I'm making a minimalistic arena battle with forgiving physics, diverse and satisfying weapons and a geometric design based on squares. It's gonna be FOSS and web-based. I haven't settled on a name yet but I think Tetragon Tussle might be good.6 -
After reading mostly sad (and astonishing!) stories, I didn't really want to share my story.. but still, here I am, trying to contribute a wholesome story.
For me, this whole story started very early. I can't tell how old I was but I'm going to guess I was about 5 or 6, when my mom did websites for a small company, which basically consisted of her and.. that's it. She did pretty impressive stuff (for back then) and I was allowed to watch her do stuff sometimes.
Being also allowed to watch her play Sims and other games, my interest in computer science grew more and more and the wish to create "something that draws some windows on the screen and did stuff" became more real every day.
I started to read books about HTML, CSS and JS when I was around 10 or something. And I remember as it was yesterday: After finishing the HTML book I thought "Well that's easy. Why is this something people pay for?" - Then I started reading about CSS. I did not understand a single thing. Nothing made sense for me. I read the pages over and over again and I couldn't really make any sense of it (Mind you, I didn't have a computer back then, I just had a few hours a week on MOM-PC ^^)
But I really wanted to know how all this pretty-looking stuff worked and I tried to read it again around 1 year later. And I kid you not, it was a whole different book. It all made sense now. And I wrote my first markups with stylings and my dream became more and more reality. But there was one thing lacking. Back in the days, when there was no fancy CSS3. It was JavaScript. Long story short: It - again - made no fucken sense to me what the books told me.
Fast forward a few years, I was about 14. JavaScript was my fucken passion, I loved it. When I had no clue about CSS, I'd always ask my mom for tips. (Side story: These days it's the other way around, she asks me for tips. And it makes me unbelievably proud!)
But there was something missing. All this newschool canvas-stuff wasn't done back then and I wanted more. More possibilities, more performance, more everything.
Stuff begun to become wild. My stepdad (we didn't have the best connection) studied engineering back then, so he had to learn C. With him having this immensely thick book for C, I began to read it and got to know the language. I fell in love again. C was/is fucken awesome.
I made myself some calculators for physics and some other basic stuff and I had much fun using and learning it. I even did some game development, when I heard about people making C-coded games for PSP. Oh boy, the nights I spent in IRCs chatting with people about C, PSP-programming and all that good stuff, I'll never forget it - greatest time of my life!
But I got back to JS more and more and today I do it for money and I love it. I'll never forget my roots and my excurse into the C/C++ world and I'm proud to say, that I was able to more or less grow up with coding and the mindset that comes with it.1 -
You people ever heard of the BeamNG game? The detailed vehicle physics simulation...
The question that has been bothering me lately is: why the hell are BeamNG videos so addictive 🤔 I get those videos sometimes in my YouTube feed; and once I start watching those, I usually cannot stop.
Like, the car with parts stripped from it over time. Or the truck carrying an ever-increasing number of rocks uphill. And the crashes, of course
But the question is: what do I find so fascinating about those videos? Why is it so hard to stop? On the surface, it is nothing special. Just some silly experiments involving vehicle physics
Weird; so weird... ☁️2 -
A question to game devs : which design/architecture patterns do you use ?
Everytime I try to take a look at game development, I feel like there is a lack of guidelines, mostly about architecture.
It's something strange to me as a web dev, as we use much of these patterns on a daily basis. Of course I think about the near omnipresence of MVC and its variants, but not just that. Most of frameworks we do use are essentially focused on architecture, and we litterally have access to unlimited tutorials and resources about how to structure code depending on projects types ans needs.
Let's say I want to code a 2D RPG. This has been done millions of time across the world now. So I assume there should be guidelines and patterns about how to structure your code basis and how to achieve practical use-cases (like the best way to manage hero experience for example, or how to code a turn-based battle system). However I feel these are much harder to find and identify than the equivalent guidelines in the web dev world.
And the old-school RPG case is just an example. I feel the same about puzzle games or 3D games... Sure there are some frameworks and tools but they seems to focus more on physics engine and graphic features than code architecture. There are many tutorials too, but they are actually reinforcing my feeling : like if every game developer (at least every game company) has his on guidelines and methods and doesn't share much.
So... Am I wrong ? Hope to.
What are the tools and patterns you can reuse on many projects ? Where can I find proper game architectures guidelines that reached consensus ?6 -
A hyperrealistic military/civilian simulator a la ArmA. Simulating continents, accurate sounds etc. with a easy to use editor for scenarios.
Massive Multiplayer Sessions with hundreds of players while maintaining great performance.
And all of this with the best physics engine you have ever seen 😅2 -
today I will have the last of my high school finals.
I feel like after today I will be a free boy (for three months, at least). Like I have won the game, beaten the boss level.
After 7 years of resisting to comply to this system which tries so hard to shape every pupil into a compliant individual, it will be done.
My creativity and productivity (which lies in tech, which isn't really represented in any subject in my school), set free.
No more mandatory pseudo-interest in loads of literature and cultural history. The bits that are interesting would have come to me anyways through Reddit.
Victory is mine. YAY \o/
World, here I come!
P.S. yes, of course, there were also positive things. I'm actually thankful for that time I failed the year's end exam about literature which ended in me having to redo that year. It landed me with loads of free time, which got me into tech-tinkering, a now two-year employment as a programmer, and a juniar participation at the nearest Hackerspace. And a chance to pretty much build and operate a 3D-printer, for which the physics department mostly covered the cost. The school unknowingly gave me the opportunity to extend my own horizon outside of school, and it brought me so much nice things. :) But the mandatory interest in literature and cultural/religious history and the lack of technical subjects and the digital oppression still sucked.
P.P.S. oops that was only supposed to be a short P.S. -
That guy that made those videos of better programming experiences. With the live update of the pink flower tree, the game with different physics states simulated
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We’re only random people living in random places, speaking random languages, eating random food, sleeping, studying and working random hours. Traveling to random points on a sphere.
Just random range is different.
Just random stuff happens on crossroads of two random dots and the entropy speed ups or slows down.
Nothing special at all.
Just a finite state machine iteration.
I mean the amount of effort we put into explanation of infinity is outstanding.
What if there is no infinity at all ?
What if infinity is just misunderstanding of our interpretation of the world around us. It’s just pixels, resolution, gaussian splatting, quantum state, you name it.
Hey man the world is flat. Just put it to the 2d space. How many space you need from a simulation perspective where your patient eyes can only see up to certain amount of light particles per second on a shitty lens.
Propose a world optimization techniques by slowing down subject perception, tiredness introduced. Compress memory, sleep introduced. Limit neurons, cpu power assigned. Deploy on cloud - put it to life. Exit 0 body failure. Exit 1 suicide. Kill -9 killed by tty from ip EARTH.X.Y
What you can do to make the world around this planet alive? Make it blink.
We developers are lazy and I believe that nature is even more lazy than us.
You think you’re going to elevator right now ? You’re going to the preloader. Looking at the window equals playing video from playback. Never goes live, just precomputed fsm. Cars, trains, airplains ? Preloaders everywhere. Highways to split traffic to cities and communication. The road and cities planning department is a matrix maintenance department. And don’t get me started about space.
Space is empty because it’s not even finished. So they put it all behind glass called milky way. You know how glass looked 500 years ago ? It was milky so it’s milky way so we don’t see shit.
If the space would be finished I’ll be starting writing this text from mars, finished it and sent from earth but no it’s light years guys, light years is not a second for a matter. Light year is a second of the the injected thoughts exchange only. Thoughts of the global computer called generative AI that they introduced on local computing devices called cloud.
Even the preloader system is not present, they left us with the one map and overpopulated demo. What a shit hole.I bet they’re increasing temperature right now to erase this alpha build and cash out. Obviously so many bugs here that his one can’t be fixed anymore. To many viruses.
Hope for 0days to start happening so we can escape using time travel or something.
I bet they cut a budget or something, moved the team to other projects. Or even worse solar system team got layoff off because we are just neurons that ordered to do it. And now we’re stuck in some maintenance mode, no new physics no new thoughts to pursue, just slow degeneration. I would pay more for the next run and switch to other galaxy far far away where they at lest have more modern light speed technology.
What do you think about it Trinity ? Not even worth wasting your time for that. No white rabbit this time.
I do not recommend this game at this stage of early access.
- only one available map despite promises for expansions over the years no single dlc arrived,
- missing space adventures
- no galaxy travel mode only a teaser trailers of what you can do in other “universes”
- developers don’t respond to complains
- despite diversity of species and buildings at first sight world looks to generic
- instead of new features bots with mind manipulation, AB testing and data harvesting was introduced
- death anti cheat mode installed1