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| ▲ | asimovDev 4 minutes ago | parent | next [-] |
| This game is also on consoles, can't imagine how much time it took to port the engine to all the proprietary SDKs |
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| ▲ | d-us-vb 5 hours ago | parent | prev | next [-] |
| Yeah, Blow has a generally unfavorable opinion of scripting in game engines. Jai (the language) gets around that by being very fast to compile debug builds, about 150 kloc/s, which he says he intends to optimize up to 1 mloc/s. Order of the sinking star compiles in about 2 seconds for a clean build, so iteration can be basically as fast as what you'd expect from scripting. |
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| ▲ | ehnto 4 hours ago | parent | prev | next [-] |
| I am a little curious if there any interplays between Global Illumination, rastering and shaders that they are exploiting on account of having complete engine control. Techniques that something special about their engine might be allowing. I only wonder because I recall the reason they built an engine from scratch for The Witness was to achieve certain lighting goals, and that specific feel and style I have never encountered quite like that in any other game. A lot of that is down to art and direction, but there's a raw quality of the lighting that just feels different to any game I have played. You can often feel a game's engine out if it's one of the big ones, through the feeling of its lighting. I suspect since all engines have certain default approaches and settings in their lighting setups and devs only move the knobs as far as they need to meet their artistic goals, leaving much alone. |
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| ▲ | teamonkey 2 hours ago | parent [-] | | > I recall the reason they built an engine from scratch for The Witness was to achieve certain lighting goals I don’t buy that. Even back then, as an indie developer, the only reason you build your own engine is because you want to build your own engine. You have to be doing something truly technically impressive to need a new engine and The Witness wasn’t pushing the envelope. |
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| ▲ | baranul 5 hours ago | parent | prev | next [-] |
| Speaking of the custom programming language (Jai), thought it was supposed to be released (beta goes public) with the game. |
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| ▲ | danpalmer 5 hours ago | parent | next [-] | | He has said after the game. They wanted to get the game launched, early bugfixes, etc, and then follow it up soon with the language/engine, initially closed source, but eventually open source. Just a guess based on the way he's spoken about it, but I'd expect an open beta in December-February. I'm not expecting that to be open source though (maybe the engine will be but not the language, unclear). | |
| ▲ | OtherShrezzing 4 hours ago | parent | prev | next [-] | | It’ll be a few months further down the line. The developer has said their first obligation is to fix any bugs found by the people who bought the game, so they wanted to leave space for that process. | |
| ▲ | bowsamic 3 hours ago | parent | prev [-] | | He said that he foresees the effort to deal with open source community will be huge so I think he’s apprehensive of that effort |
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| ▲ | nylonstrung 4 hours ago | parent | prev [-] |
| For how much Blow complains about modern software performance and bloat I was disappointed to hear a lot of reports that the performance is apparently bad, even for a type of game popular in the 8-bit era |