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Re: Remaking Limit Theory - From the ground up

I've taken some CS courses, but I'm no longer a CS major, I'm a physics major..... :ghost: My coding experience lately tends to be just basic scripting stuff for personal projects using Python and Lua (and HTML/CSS if that's applicable here). Why study the real world when you can just make a fake o...

Re: Remaking Limit Theory - From the ground up

Who's allowed to join the discord? I'm interested to see what's going on and to figure out if I'll be able to contribute at all, but it's intimidating enough that I worry I won't be able to. :ghost: You do some kind of CS course, right? If I can contribute, I would certainly assume you would be abl...

Re: Remaking Limit Theory - From the ground up

Okay, I'll bite. How would you compare and contrast the two efforts and can they benefit from each other? Nar and I are mostly working on them for our own knowledge of Godot, but they have applications within the wider LT project. Our prototypes differ in that he is attempting to keep the cursor (d...

Re: Remaking Limit Theory - From the ground up

*Classic flatfingers in depth discussion here* Honestly, I think the focus on the core feature being 'warp rails' is misaligned. Intrasystem travel *is* a core feature, as I'm sure everyone can agree. Moving within the system is an integral part of the game. A warp rail system is just the methodolo...

Re: Remaking Limit Theory - From the ground up

So a question turned up in the general brain storming doc . Do we consider warp lanes/trade lanes a core feature that should be in? I'd say yes but I wouldn't mind some other in-system fast travel mechanism (as long as the systems are large enough to rquire one :crazy: ). I see no reason not to. Fe...

Re: Remaking Limit Theory - From the ground up

As for engine/framework/build source from scratch dilemma, im full team C/C++ (my skills are negligible and I have a long way to go before I could contribute meaningfully, so maybe a bit of a dunning kruger opinion here :lol: ) entirely because of how important I think it would be to get the proced...

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

RE: Custom engine: If Josh couldn't finish his engine in four years despite it being a full-time passion project he got paid for, I don't think we're going to manage to write our own engine as a ramshackle group of coders working on this as a voluntary hobby project in our spare time. Harsh to put ...

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: The End

Same here. Looks like their homepage still is very much "coming soon". Also interesting: bizapedia.com lists them as Reno-based while their manager is sitting in Florida (well maybe that's cool because there is not much to manage atm). We'll see how this ends (everyone here has proven to posess som...

Re: Source Code

cuisinart8 wrote:
Fri Oct 25, 2019 9:27 am
From what I've heard, he's juggling a job plus attempting to de-spaghettify the code so that it's comprehensible to people not named Josh Parnell. No ETA that I know of, unfortunately.
So easy fix is find another Josh Parnell to read it?

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