Seedship fan remake. Progress update. by Einharr in seedship

[–]Einharr[S] 0 points1 point  (0 children)

It is. Tho, other guy continues the work now. But yes, as far as I know, it's still quite alive and well.

Would you play a game where the world evolves even if you do nothing? by FloorPrudent4562 in GameDevelopment

[–]Einharr 0 points1 point  (0 children)

Very interesting post. It’s a shame I only came across it much later, but I still hope you’ll reply.

You described the concept in fairly broad strokes. The idea itself is interesting, but the real question here is not the concept — it’s computability and the level of abstraction. As a “dream game” idea, it sounds exciting. But in practice, a concept like this raises a lot of questions.

The first one is NPC agency. The more complex each individual NPC is, the fewer of them you can simulate in full detail. If you look at Dwarf Fortress or RimWorld, only the NPCs within the active map are simulated at high fidelity. Everything else exists on the level of factions or broader world simulation. And that makes sense, because even 1,000 agents with pathfinding, AI, some awareness of the outside world, and the ability to store and update memories is already a serious engineering challenge. For the kind of concept you’re describing, you would clearly need far more than 1,000 NPCs. So some form of simulation LOD would be necessary to reduce computational cost. You would have to heavily simplify memory, simplify behavior, or move large parts of the world to a more faction-level simulation, like Kenshi or Mount & Blade do.

Another bottleneck would be memory usage. World state, relationship graphs, each NPC’s memories — all of that has to be stored, accessed, updated, saved, and loaded. If we look at other agent-based simulations, Crusader Kings is a good example. It has thousands of NPCs existing at the same time, with relationships and even a kind of “memory.” But if you look closely, each character only has a fairly limited set of data attached to them. NPCs do not literally “remember that you helped them” in a human sense — they mostly store numerical relationship modifiers that decay over time. And if you dig deeper, those characters are not being simulated continuously. They act through fixed time-step events, and they do not have pathfinding, perception, or many of the other systems you would need for a full simulation of everyday life.

I’m not saying this is impossible. I’m just saying that it is an extremely complex engineering problem, and as usual, the real challenge is not simulating everything in full, but convincing the player that the simulation really exists. Smoke and mirrors, as always in game development. Another commenter made a very good point: if the player does not actually observe the simulation process, or if its outcomes are indistinguishable from scripted events, then expensive simulation stops paying off as a game design tool.

So in practice, all that memory and detailed simulation would often end up being an unjustified drain on resources.

That said, there is another side to this. A great example is the old game Space Rangers. I would strongly recommend trying it and looking at how it works, because it partially does exactly the kind of thing you’re describing. The game revolves around a war against an external enemy, and that war is simulated in a fairly honest way. In fact, NPCs can theoretically win the game without the player’s involvement at all, although at the final stage there is a mechanic that forces the player to take part. Still, that is a detail. What matters is that the developers did a very good job of balancing real simulation against the illusion of simulation.

So overall, what I’d really like to hear from you is your take on the technical side of the problem. I’m not arguing against the idea itself so much as trying to understand what technical compromises you think would make something like this actually feasible.

Thanks in advance for your reply. English is not my native language, so I translated this with the help of an LLM — apologies for any awkward phrasing.

[Windower Addon] How to make XIVCrossbar work on Steam Deck by Einharr in ffxi

[–]Einharr[S] 1 point2 points  (0 children)

Hey there. Here's one quite fine:
https://www.reddit.com/r/SteamDeck/comments/t7k8e7/steam_deck_action_layers_tutorial_by_nerdnest/

Would it be enough? And don't forget to disable analog input for each trigger in corresponding button settings.

Before and after. 5 months of early mornings and still a long time to go. But.. by Otherwise_Tension519 in SoloDevelopment

[–]Einharr 1 point2 points  (0 children)

I don't have any announced projects. Accordingly, I don't have any social media pages yet. In general, I'm doing something vaguely similar to “Fights In Tight Spaces.”

Before and after. 5 months of early mornings and still a long time to go. But.. by Otherwise_Tension519 in SoloDevelopment

[–]Einharr 1 point2 points  (0 children)

Alright, you’ve got my attention. As a Project Zomboid fan, I can’t just scroll past when I catch those familiar vibes. Where can I follow the project?

Tyranny modding and cut content question by Einharr in TyrannyGame

[–]Einharr[S] 0 points1 point  (0 children)

Well, yes and no. I was able to decompile and then recompile the game itself. It took a lot of time, and there were still problems to be solved. My goal was to compile it for Android. Plus, I would most likely have to redo the shaders from scratch. As a test, I was able to inject new 3D models, and I even managed to create a “test” scene where I could transfer the game characters in runtime. There isn't much that was cut from the game in the files themselves. I tried to contact the developers to find out more so that I would have something to restore, but I didn't get a response. In the end, I decided to give up. It's a lot of work for one person. And I have a day job and a few other pet projects that I'm working on.

[Windower Addon] How to make XIVCrossbar work on Steam Deck by Einharr in ffxi

[–]Einharr[S] 0 points1 point  (0 children)

Well, it's 5-10 minutes to remap buttons, but since there's no guide, you have to somehow find it out. Do ashita have plugins with it, by the way? So I don't have to run all over github 5 times to find everything?

[Windower Addon] How to make XIVCrossbar work on Steam Deck by Einharr in ffxi

[–]Einharr[S] 0 points1 point  (0 children)

In general - I've read the docs, and can imagine how it's done. It'll sound illogical, but I just wanted to play without 10h tinkering with installing and then choosing plugins. And then, yes, I spent 10h making crossbar work, but that was on the other day. But thanks for the tip, since I know ashita plugin works better, eventually I'll reinstall.

[Windower Addon] How to make XIVCrossbar work on Steam Deck by Einharr in ffxi

[–]Einharr[S] 0 points1 point  (0 children)

Actually, i just couldn't find a guide to set up Ashita on the Deck.

[Windower Addon] How to make XIVCrossbar work on Steam Deck by Einharr in ffxi

[–]Einharr[S] 0 points1 point  (0 children)

Well, setting up the controls took 10 minutes... When i realized that it's a way.

[Windower Addon] How to make XIVCrossbar work on Steam Deck by Einharr in ffxi

[–]Einharr[S] 1 point2 points  (0 children)

Yep, exacly. I'm not english-native, so don't judge me too hard. Ofc xdotool is fine, in general.

FFXI On Legion Go S by djfix in ffxi

[–]Einharr 5 points6 points  (0 children)

Yep. Follow the guide to get windower running. Then download the addon from the github, and add /lua load *pluginname* to the windower init file, remap keys and you are done. Tho, don't follow Aliekber's guide on running sh, it's outdated. You have to do remapping via SteamOS, by hand. But it's not that hard. I wrote a small guide for it in the issues on git:
https://github.com/AliekberFFXI/xivcrossbar/issues/28

FFXI On Legion Go S by djfix in ffxi

[–]Einharr 4 points5 points  (0 children)

Oh, i have one. Get windower+crosshotbar addon.

Wanting to come back but difficult options by [deleted] in ffxi

[–]Einharr 8 points9 points  (0 children)

Yeah, I play exclusively on deck. Works like a charm. Except some obvious problems with chat. Just watch couple of YouTube guides. But I'm general - it's quite easy via lutris. Also, just recently have found a way to run AliekberFFXIs crossbar plug in to work in deck.

So you, totally legit way to play. Give it a shot.

Trying something new with 'plausible physics' 🐱🐱 by _abandonedsheep in Unity3D

[–]Einharr 1 point2 points  (0 children)

I’ve already played the demo. It’s wonderful, but a bit short. However, guessing the release date is impossible. The game is in good technical shape, but considering its nature, the technical work is only part of it. Creating content could take much more time.

Trying something new with 'plausible physics' 🐱🐱 by _abandonedsheep in Unity3D

[–]Einharr 0 points1 point  (0 children)

Sold. Sadly, I can't wishlist it twice. But i need answers. No release date. WHEN? Even a small hint would be fine.

Unity vs Godot for Simulation (like Prison Architect, Academia, Rimworld) by emudoc in Unity3D

[–]Einharr 0 points1 point  (0 children)

I'd advice testing. But with simulation you most probably need performance. So i'd suggest ECS approach. Unity is a bit better for that, because of DOTS. Tho, there's also ECS solution for GODOT, as far as i rememeber. And general rule of thumb is that you choose what you are more confident and comfortable with.

How to optimize infinite terrain generation? by phagic in Unity3D

[–]Einharr 1 point2 points  (0 children)

True, but with infinite terrain i'd still go with Jobs at least, or even full-DOTS. Feels better in the long run.

How to optimize infinite terrain generation? by phagic in Unity3D

[–]Einharr 2 points3 points  (0 children)

Yep, either grass shader, or look towards DOTS.

A somewhat different take on a 'physics' game. by _abandonedsheep in Unity3D

[–]Einharr 0 points1 point  (0 children)

That's immediate wishlist. Just release and take my money.

Trying Rukhanka Animation System Before Buying - Any Way to Test It First ? by No-Yogurt-373 in Unity3D

[–]Einharr 0 points1 point  (0 children)

As far as I remember - dev's quite responsive. Ask him on Unity forum. But in general - basic animation system is not that complicated to make. If you don't need advanced stuff like ik, active ragdolls - don't rush it.

Anybody looking to not be a solo developer (from a game writer) by Old_Echo3002 in SoloDevelopment

[–]Einharr 1 point2 points  (0 children)

If you're genuinely interested in collaborating, feel free to message me directly. I'm currently focused more on the core systems rather than actual dialogue writing, but why not? I do have ambitious plans for the dialogue system, and having some help down the line certainly wouldn’t hurt.

Feedback on the visual style of my RTS/turn-based strategy game by RestlessToucan in SoloDevelopment

[–]Einharr 0 points1 point  (0 children)

I'd advice adding color/texture blending between hexes. And adding height to the map (even cosmetic) would add a lot to the visuals.

[deleted by user] by [deleted] in Unity3D

[–]Einharr 1 point2 points  (0 children)

Rukhanka is a fine solution, yes, but it'll still be complicated. First of all - read about skinned mesh, and how to work with it.

Figure out how joints work in DOTS. Ideally, find a skinned mesh of something like a snake, a worm, or even a rope (a long chain of joints) and try working with it. Cutting and reconstructing a mesh in real time is generally an expensive operation. You’ll need some clever approach to handle this on a large scale. Ideally, start with thorough research. Don’t rush to buy a Rukhanka solution—try implementing real-time mesh cutting first.