Progress Updates

I think the problem is that the average person has no clue how game development works, which types of features are reasonable to talk about. Basically the difference between one day of work and multiple months of effort. That makes asking a feature from mild inconvenience to us developers thinking that someone is entirely out of their mind.

Some of my latest posts here (today and yesterday) highlight the problems of talking with someone who has no technical understanding of how hard certain things are to do.

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Good vacations in advance, @hhyyrylainen!

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It’s good that the project’s development is being refined. I’m looking forward to the next release.

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Pretty good progress! Keep it up team!

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Wow I love the editor helper, the text features a very in-depth explanation with really cool facts about the error that was clicked in the concept!

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The performance refactor will be translating many of the simulation parts of Thrive to the more performative C++ language. It’s… a task.

Why not RRIR(Rewrite it in Rust) /sarcasm

Some people did suggest that, but no one offered to actually write the rust code. And I don’t have any rust experience. And most of the C++ code is actually just going to be calling into a physics library. All of the big physics engines are written in C++ so it just reduces one layer of library adapters to just write our native library in C++ is we just have C# → C++ calls. With rust we’d have C# → rust (our library) → C++ (physics engine). And I’ve already needed to do some pretty questionable memory use scenarios for sharing between C# and C++ so I would guess that our usage patterns would negative a ton of the memory safety features that rust has, we’d need to actively work against those protections.

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…Are the image previews for the last few PUs getting squished for anyone else?

Yes they are.

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