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Re: Remaking Limit Theory - From the ground up

Victor Tombs wrote:
Wed Apr 01, 2020 4:52 am
Flatfingers wrote:
Tue Mar 31, 2020 8:57 pm
I wouldn't consider warp rails a core feature.
*chuckle*

Nice to see you spiritly defending the concept, Nathan. :thumbup: :angel:
Cody wrote:
Wed Apr 01, 2020 5:21 am
Flatfingers wrote:
Tue Mar 31, 2020 8:57 pm
I wouldn't consider warp rails a core feature.
<nods>
The great divide.

Re: Remaking Limit Theory - From the ground up

By the way, seems that Godot might be worth considering as well (as game engine) https://old.reddit.com/r/godot/comments/blp9kk/a_3d_space_shooter_that_i_made_in_a_48hour_game/ Multiplatform, open source, supports 3D, supports low level and high level scripting (C++ and a python-like custom languag...

Re: Remaking Limit Theory - From the ground up

Doesn't unity have issues with large size gameworlds? Or did they finally invent doubles in the meantime? The basis of the system is still floating point numbers, but I don't see an issue with precision, really. If 1 unit = 1m, you've got a pretty significant field to play with, and the precision i...

Re: Remaking Limit Theory - From the ground up

everspace has very small levels, not much they'd need to modify. compare the scale of everspace with what was working in LT (same with ES2, just with fancier level transitions) I agree, Everspace is nowhere near the scope of LT. But it disproves the point that UE can't handle space games (well). Ha...

Re: Remaking Limit Theory - From the ground up

Unreal game engine also has some free options, but I really don't think it would be a good match for a space game. I've seen some people try, but the engine is optimized for FPS shooters. You can fake it, but at the core, you are still fudging its innate behaviors. Everspace uses the Unreal engine ...

Re: Remaking Limit Theory - From the ground up

Considering that almost all of the large-scale space-sims I can think of,have custom engines (specifically: all the X-games, Elite: Dangerous, No Man's Sky, Avorion) and the one exception uses a heavily, low-level modified Cry-engine (Star Citizen), I think we'd either need source code access to one...

Re: The End

I just rewatched some of the devlogs from way back, and im still surprised at how well the graphics hold up 5 years+ later. Genuinly, the UI alone still seems so ahead of other space games and it got me wondering, why dont some of us start our own open source github attempt at recreating some of th...

Re: Proof

I think you've got most of the general idea, but I'll explain the actual implementation anyway (and why it is efficient). A blueprint is a pointer to another blueprint (its 'parent' or parent directory in your model), plus a list of attribute operations (you can think of that as a very, very limite...

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