by racenis on 1/7/25, 4:22 PM with 237 comments
Could be relevant, seeing the direction in which the mainstream game engines are going.
I didn't really like any of the already existing options, so I tried to make my own and it turned out to be easier than expected.
It's sort of like a low-budget Unreal/Source, but with open-world streaming support and it is free and open source. Very old-school. But optimized for more modern hardware. Very fast too.
Still not production ready, but it seems like it is mostly working.
I want to finish a few larger projects with it to see what happens.
Btw, the name is probably temporary.
by mlekoszek on 1/7/25, 6:24 PM
1. Affordance: A lot of people, especially from 3rd world countries are very poor and can't afford to buy hardware to run Turbobloat.
2. e-Waste: Producing computer chips is very bad on the environment. If modern software wasn't Turbobloated you would buy new hardware only when the previous hardware broke and wasn't repairable.
3. Not putting up with Turbobloat: Why spend money on another computer if you already have one that works perfectly fine? Just because of someone else's turbobloat? You could buy 1000 cans of Dr. Pepper instead."
Took the words from my mouth. What a great project. Please keep posting your progress.
by tsumnia on 1/7/25, 5:26 PM
Just want to say this line was great, very Terry Pratchett. Feels like something Sam Vimes would think during a particularly complex investigation. I love it and hope you keep it moving forward.
Haven't gotten a chance to mess around with it, but I have some ideas for my AI projects that might be able to really utilize it.
by amjoshuamichael on 1/7/25, 8:50 PM
The Half-Life and Morrowind engines are in a unique situation where they're put together by enthusiastic programmers who are paid to develop stuff they think is cool. You end up with minimal engines and great tech, suited to the needs of professional game developers.
This seems like something that sits in between a raylib and a Unity. I haven't used it, but I worry that it's doesn't do enough to appeal to amateur programmers, but it does too much to appeal to the kind of programmer who wants a smaller engine. I could be very wrong though, I hope to be very wrong. Seems like the performance here is very nice and it's very well put together. There's definitely a wave of developers coming out frustrated from Unity right now. As the nostalgia cycle moves to the 2000's, there's a very real demand to play and create games that are no more graphically complex than Half-Life 2.
Anyway, great project. Great web design. Documentation is written in a nice voice.
by rootnod3 on 1/7/25, 4:57 PM
Very cool project. And the website design is A+
by fidotron on 1/7/25, 4:58 PM
This seems to be an increasingly common point of view among those of a certain age.
It is definitely the case that the art of a certain sort of texture mapping has been lost. The example I go back to is Ikaruga, where the backgrounds are simply way better than they have any right to be, especially a very simple forest effect early on. Some of the PS2 era train simulators also manage this.
The problem is these all fall apart when you have a strong directional light source like the sun pointed at shiny objects, and the player moves around. If you want to do overcast environments with zero dynamic objects though you totally could bypass a lot of modern hacks.
by robertlagrant on 1/7/25, 4:53 PM
by mr_briggs on 1/8/25, 12:12 AM
> Also when creating things with nodes, you have to go back and forth between node GUI and code.
> All of the mainstream engines have a monolithic game editor. It doesn't matter how many features you use from it, you still have to wait 10 minutes for all of them to load in.
These notes really resonated; the debug loop even with Godot, using minimal fancy features, felt a lot slower than other contexts I've programmed in. Multiple editors working around a single data file spec is also a cool idea! In finding that a unified IDE makes it easier for different developers to create merge conflicts, I could see having editors of a more specific purpose may also help developers of different roles limit the scope and nature of their changes. Keen to see how the engine progresses!
by smcl on 1/7/25, 7:11 PM
by 0xEF on 1/7/25, 5:15 PM
I'm in the latter camp and want to thank you for your "Getting Started" Page. The teapot appeared and I understood things I did not think I would understand. I do not have time to finish your tutorial at the moment (due to only having 30 whole minutes for lunch), but I want to, which says more about how entertaining and accessible it is than anything.
by TehCorwiz on 1/7/25, 4:56 PM
by gleenn on 1/7/25, 6:23 PM
by tiborsaas on 1/8/25, 7:20 AM
Do you plan to create some videos showing the process of setting up a basic example?
by davikr on 1/7/25, 5:58 PM
by jheriko on 1/7/25, 6:05 PM
I also have my own engine although it needs some refurbishment. I've never quite found the time to polish it to a point where it can be sold. It also runs on tiny old devices, although if you limit yourself to desktop hardware, that means anything from the last 30 years or so. It also has a design that allows it to load enormous (i.e. universe scale) data by streaming with most often an unperceptable loading time... on the iPhone 4 in about 200ms you are in an interactive state which could be "in game".
Unity and Unreal are top-tier garbage that don't deserve our money and time. The bigger practical reason to use them is that people have experience and the plugin and extension ecosystems are rich and filled with battle tested and useful stuff.
bespoke big company engines are often terrible too. Starfield contains less real world data than my universe app, but somehow looks uglier and needs a modern PC to run at all. mine runs on an iPhone 4, looks nicer and puts you in the world in the first 200ms... you might think its not comparable but it absolutely is, all of the same techniques could be applied to get exactly the same quality of result with all their stacks and stacks of art and custom data - and they could have a richer bunch of real world data to go with it!
by bityard on 1/7/25, 6:47 PM
by amlib on 1/7/25, 5:41 PM
by whalesalad on 1/7/25, 4:29 PM
by andai on 1/7/25, 4:49 PM
How is the wasm support? My main issue with Godot was large bundle sizes and slow load times. (GameMaker kicks its ass on both, but I never got the hang of it.)
by the__alchemist on 1/7/25, 9:20 PM
What is blocking this from high resolutions, and dynamic or smooth lighting? The former is free, and you can do the latter in Vulkan/Dx/Metal/OpenGl etc using a minimal pixel and fragment shader pair.
by LordDragonfang on 1/7/25, 5:35 PM
Is this a reference to Inscryption?
by divs1210 on 1/7/25, 6:22 PM
By the way, to see a great example of how a modern game can be made using the classic Half Life engine, look at the fan made game Half Life: Echoes [1].
It actually looks pretty decent, and the gameplay is top notch.
by ozornin on 1/8/25, 10:16 AM
> I am not reinventing the wheel, I am disrupting the wheel industry.
I am laughing out loud
by golergka on 1/7/25, 6:35 PM
https://racenis.github.io/tram-sdk/patterns.html
Love it.
by jonny_eh on 1/7/25, 6:56 PM
It's announced, and the name is fine, so it'll stick :)
by alexvitkov on 1/8/25, 7:58 AM
void Entity::Yeet() {
yeetery.push_back(this);
by desireco42 on 1/7/25, 5:36 PM
by pmichaud on 1/7/25, 6:08 PM
by CodeCompost on 1/7/25, 4:47 PM
by rideontime on 1/7/25, 4:55 PM
by purple-leafy on 1/7/25, 10:55 PM
I am also in the early days of writing a very primitive 2.5D Raycasting engine [0] (think Wolfenstein3D) and have just got to texture mapping. Very fun
Its open source and written in C, a pretty small and easy to follow codebase so far
[0]- https://github.com/con-dog/2.5D-raycasting-engine/blob/maste...
by 6510 on 1/7/25, 9:27 PM
The demo(s) should be linked from the page so that HN can complaint that the game is to hard.
https://racenis.itch.io/sulas-glaaze
https://racenis.itch.io/froggy-garden
It runs well in Firefox on my low end laptop.
by wizzwizz4 on 1/7/25, 7:49 PM
@media (prefers-reduced-motion) {
.animated {
display: none;
}
}
to the page, please? no_gifs.css is alright, but I need to visit the page (and run JavaScript) before I can find and click it, and by that point the damage is done.by csh602 on 1/7/25, 5:22 PM
This is evidence of a great moment in modern indie game dev: the power of fun and simple prototyping.
by HeckFeck on 1/7/25, 10:11 PM
by 01HNNWZ0MV43FF on 1/8/25, 7:03 PM
> Everyone always says that you "shouldn't create an open-world RPG", but that's just because they have never tried using the Trawmay SDK.
Love it <3
by dxuh on 1/8/25, 6:54 AM
by pyrolistical on 1/7/25, 8:20 PM
It a practical way to bring global illumination to the masses without real time ray tracing
by whs on 1/8/25, 3:03 AM
by superconduct123 on 1/7/25, 8:46 PM
Using a modern engine seems overkill
by pryelluw on 1/8/25, 1:17 AM
Hope some initial tutorials become available. I’ll gladly contribute some but I need a little guide to get started.
by stevage on 1/7/25, 10:10 PM
by desertraven on 1/8/25, 12:53 AM
by irskep on 1/7/25, 7:24 PM
I dream of a Mac port, but it's beyond my skills.
by pelagicAustral on 1/7/25, 4:49 PM
by 0xdeadbeefbabe on 1/7/25, 4:41 PM
by to-too-two on 1/7/25, 4:50 PM
by 0xdeadbeefbabe on 1/7/25, 9:27 PM
by andrea76 on 1/7/25, 5:13 PM
by Baguette5242 on 1/7/25, 6:12 PM
by thetoon on 1/7/25, 10:03 PM
by ppage on 1/7/25, 8:04 PM
by skilning on 1/8/25, 3:57 PM
by 999900000999 on 1/7/25, 4:40 PM
You've obviously put a lot of effort into this, but I'm always lost at how people publish something open source and forget to actually put a license on there. Since now it's technically closed source, hypothetically if you become a monk in the woods next week no one else can fork your code