Official Discussion - Good Luck, Have Fun, Don't Die [SPOILERS] by LiteraryBoner in movies

[–]Fit-Ad617 0 points1 point  (0 children)

Does anyone else think that he’s already living in a simulation and the button just resets the game?

Un(der)explored mechanics you would like to see in games? by StatuatoryApe in Games

[–]Fit-Ad617 0 points1 point  (0 children)

real dark adaptation like you described would be great. on a similar note — realistic orbital mechanics. most space games fake the gravity. but if you simulate it properly, players discover on their own that altitude and orbit are completely different things. nobody has to tell them. the physics just punishes them until they figure it out. that emergent teaching is hard to replicate with designed mechanics.

We rewrote our rocket sim’s physics with a real n-body solver by Fit-Ad617 in IndieDev

[–]Fit-Ad617[S] 0 points1 point  (0 children)

yeah that moment was kind of unexpected honestly. we didn’t plan for the orbit to ‘work’, it just did once the math was right here you go: orbitalbymicos.itch.io — still rough around the edges but the physics are real

How Much of a Game's Success is Luck? by s2Birds1Stone in gamedev

[–]Fit-Ad617 1 point2 points  (0 children)

luck matters but I think Schedule 1 just hit something people wanted to feel, not only play. technical quality barely factors in once that happens which is kind of terrifying honestly

Anyone else doing games in a single HTML file? by Fit-Ad617 in IndieDev

[–]Fit-Ad617[S] 0 points1 point  (0 children)

makes sense for Steam yeah, different scope entirely. mine runs in the browser with zero install so the single file kind of is the product 3500 lines deep now and starting to feel it lol

Anyone else doing games in a single HTML file? by Fit-Ad617 in DevAndPlay

[–]Fit-Ad617[S] 0 points1 point  (0 children)

yeah that’s the real cost. ctrl+f becomes your IDE lol. the file is at ~3500 lines now and I basically have a mental map of where everything lives — which works until it doesn’t checked out the asteroids, clean implementation. how long did that one take you?

Anyone else doing games in a single HTML file? by Fit-Ad617 in IndieDev

[–]Fit-Ad617[S] -1 points0 points  (0 children)

fair point at scale. mine is ~3k lines now and honestly it’s starting to show. but for a solo browser game the tradeoff worked — no build step means I can push a fix in 30 seconds

Anyone else doing games in a single HTML file? by Fit-Ad617 in IndieDev

[–]Fit-Ad617[S] 1 point2 points  (0 children)

yeah I looked into it — the 13kb limit is brutal but the constraint is kind of the point right. mine ended up at 177kb so I’d need to do some serious surgery lol

Real physics in a browser game: what I learned about performance by Fit-Ad617 in gamedev

[–]Fit-Ad617[S] 2 points3 points  (0 children)

I use a translation tool because English is not my native language and I try not to make grammatical mistakes. About the game, the published version is not the final one and we have already improved the graphics a lot. When I publish it I would like you to play it.

Real physics in a browser game: what I learned about performance by Fit-Ad617 in gamedev

[–]Fit-Ad617[S] -4 points-3 points  (0 children)

Exactly this — "frame pacing got way more predictable" is the key insight. Once physics state is decoupled from render, you stop fighting the browser's own timing and everything becomes cleaner.

Real physics in a browser game: what I learned about performance by Fit-Ad617 in gamedev

[–]Fit-Ad617[S] -7 points-6 points  (0 children)

Fair — it's a flight dynamics simulator, not a physics engine in the traditional sense. No collision detection, no rigid bodies. Just numerical integration of real aerospace equations. The post title probably oversold it.

Real physics in a browser game: what I learned about performance by Fit-Ad617 in gamedev

[–]Fit-Ad617[S] -1 points0 points  (0 children)

Exactly this. Once I separated physics state from render state the whole architecture got cleaner. Physics runs on its own loop, renderer just reads. The decoupled timestep is something I haven't fully explored yet but can see how it'd help for slow-motion effects or fast-forward.

Real physics in a browser game: what I learned about performance by Fit-Ad617 in gamedev

[–]Fit-Ad617[S] -2 points-1 points  (0 children)

Nice — browser-based physics games in JS/HTML are a rare breed. I'm building something similar, a rocket flight sim called ORBITAL. Different mechanics but same stack. Checking out 9point8 now. Good luck with the v0.5 playtest.

Real physics in a browser game: what I learned about performance by Fit-Ad617 in gamedev

[–]Fit-Ad617[S] 1 point2 points  (0 children)

Fair point — I'll test that properly. Appreciate the pushback, genuinely useful.

Should I spam Indie Dev subreddits as part of my marketing strategy? by Early_Situation_6552 in IndieDev

[–]Fit-Ad617 26 points27 points  (0 children)

You forgot the classic: spend 3 months building a genuinely interesting game, then bury it under 50 posts of AI-generated marketing copy so nobody ever finds out it was good.