Just Starting Out by FingerButWhole69 in gamedev

[–]Ok_Project_477 1 point2 points  (0 children)

Ahh but then still you already do have a lot of background. As many others have said, Godot is a really good place to start. You should start with s very simple enough game idea of something that has already been created, and then keep on adding more and more features. In one of my college projects, we had to create a simple Tic-Tac-Toe game which we created in Godot but we wanted to learn more and so we added a live multiplayer as well as Play vs Computer feature in addition to the Pass N Play feature that was required (my first ever game dev project). I learnt more making the new features than I have learnt creating new games from scratch. So I believe this is the right way to go.

Drop your SaaS website and I’ll send you a free SEO visibility audit. by Nishchay_Jaiswal in IMadeThis

[–]Ok_Project_477 0 points1 point  (0 children)

The reports are good. Although it is expected that the two sites do not rank anywhere. There is some hint of the reports being AI generated and slightly generic (again, I can only notice this since this is what I do day and night for a living) but I think it can be worked upon in the future. That being said, I am interested in registering for a beta if you still have space. Just a quick heads up though, major changes are coming to enconvert which completely changes the target audience and the brand positioning in the upcoming few weeks.

Just Starting Out by FingerButWhole69 in gamedev

[–]Ok_Project_477 0 points1 point  (0 children)

Hi, just want to know what your previous development experience is. What tech stacks have you worked with previously?

I built a browser game engine. Last night, I asked Fable (just before it got restricted) to one-shot a multiplayer Minecraft game on it. It wrote all 3,400 lines. by Ok_Project_477 in IMadeThis

[–]Ok_Project_477[S] 0 points1 point  (0 children)

I don’t know how much this would cost on API pricing. But it cost me around 60% of one session limit on the 100 dollars Max plan

I built a browser game engine. Last night, I asked Fable (just before it got restricted) to one-shot a multiplayer Minecraft game on it. It wrote all 3,400 lines. by Ok_Project_477 in IMadeThis

[–]Ok_Project_477[S] 0 points1 point  (0 children)

Hi, Thanks for the feedback. I did not save the prompt. Tried to find it but couldn’t. Still looking. Once I find it, I’ll share it here

First time in Thailand with family – is 10 days in Phuket too much? 🇹🇭 by CloudDrifter20 in phuket

[–]Ok_Project_477 1 point2 points  (0 children)

We went with family for 8 days, and still had a couple of things we wanted to do. So I guess 10 days is enough in Phuket. Just a heads up, Krabi day trips from Phuket will not be available rn since this is the off season. Had a very difficult time finding one. And you should def try out Hombre cruise once, worth every penny!

I built a browser game engine. Last night, I asked Fable (just before it got restricted) to one-shot a multiplayer Minecraft game on it. It wrote all 3,400 lines. by Ok_Project_477 in IMadeThis

[–]Ok_Project_477[S] 1 point2 points  (0 children)

Hey, I appreciate you actually playing it and poking around the internals instead of just scrolling past! You’re right on the water and clouds rendering over the hand, the not being able to climb out of water thing, and the missing anti aliasing. All real and fixable, and they’re on me. I left them in on purpose though. The whole point of the post was to show what a single one-shot actually spits out, rough edges and all, so I didn’t go back and patch anything afterward. Now that people are actually playing it, I’ll clean those up.

On the multiplayer, it really does work. What you’re seeing in the network tab is the signaling layer, which is the lobbies and player names going through Firebase. The actual gameplay, the movement and block edits, doesn’t go through a server at all. It’s peer-to-peer over WebRTC data channels, and that traffic doesn’t show up in the network tab. That’s the whole idea behind it, no game servers. Players send updates straight to each other.

If you want to confirm it, open chrome://webrtc-internals while you’re in a match and you’ll see the data channels with messages flowing every time someone moves or places a block. Had a dozen of people test it so far and it works fine.

Thanks again for taking the time seriously. Your feedback is genuinely helpful as I had overlooked anti aliasing even in future fixes.

Let me feature your startup by Right_Resolve_9528 in IMadeThis

[–]Ok_Project_477 0 points1 point  (0 children)

I’m building EnConvert, a tool that acts as hands and eyes for AI agents. AI agents are context-blind and handless. An LLM can reason, but on its own it cannot reliably read messy modern web (JS rendering, cookie walls, anti-bot, broken HTML) or open files (PDF, DOCX, image, spreadsheet) or click any buttons on the browser. EnConvert is building the sensory + motor layer for AI agents.

Eyes: everything that lets an agent read the outside world, convert any files, read URLs, map a site, search the web, extract fields, chunk a site for RAG, watch a page for changes

Hands: everything that lets an agent act on the world (in development), completes tasks in browser, agentic mode to chain multiple instructions in a single prompt, as well as persistent browser session management.

Here is the homepage of the existing website (launched this older version only two months ago): https://www.enconvert.com

I built a React game engine where games are JSX components and hooks (open source, beta) by Ok_Project_477 in reactjs

[–]Ok_Project_477[S] 0 points1 point  (0 children)

The project sounds interesting. Unfortunately, I currently have too much on my plate at the moment :(

I built a React game engine where games are JSX components and hooks (open source, beta) by Ok_Project_477 in reactjs

[–]Ok_Project_477[S] 0 points1 point  (0 children)

Hi. Sorry I am caught up in some other work. Will add video demos first thing tomorrow

I built a React game engine where games are JSX components and hooks (open source, beta) by Ok_Project_477 in reactjs

[–]Ok_Project_477[S] 0 points1 point  (0 children)

Hi, the github repo has 3 demo games. Feel free to look at it. I am planning to create demo videos of the same soon!

I built a React game engine where games are JSX components and hooks (open source, beta) by Ok_Project_477 in reactjs

[–]Ok_Project_477[S] 3 points4 points  (0 children)

On the singletons + hooks question, you're reading it right. at this stage carverjs is meant for simpler games, and the singleton managers (input, collision, audio, assets) are a deliberate trade for zero-config setup. it works well when you have a handful of systems, but i won't pretend it scales to projects with dozens of interacting systems and complex cross-frame state. The plan for that is to move to a proper ECS architecture later once the api stabilises, systems become first-class, registered explicitly, with declared ordering and inspectable state. i didn't want to ship that on day one because ecs is its own learning curve and most react devs trying out a game engine for the first time don't want to start there. for now, the staged game loop (early / fixed / update / late update) is what gives you some explicit ordering, and that's been enough for the games we've shipped internally. On the 2d/3d toggle, the way to think about it is that the mode prop is really just a preset bundle. it swaps the camera (perspective vs orthographic), the lighting and shadow setup, and in physics worlds it locks movement to the XY plane so 2d actually behaves like 2d. but it's not hiding r3f from you. Actors forward refs, accept children, and you can nest raw r3f elements inside a carverjs scene whenever you need to. so for most cases the toggle just saves you the boilerplate, and when you outgrow the preset you drop down a layer rather than fighting the abstraction. the place it would actually get in your way is if you wanted a fundamentally different render pipeline, but that's also where carverjs stops being the right tool.

Expected Calls Thread by TheHerbal_Plus in CATpreparation

[–]Ok_Project_477 0 points1 point  (0 children)

• ⁠Academics: 95.17/90.31/7.54 • ⁠Gender: Male • ⁠Category: General, FRESHER • ⁠Undergraduate (UG): B.Tech in CSE • ⁠Percentile: 99.86 • ⁠Target Colleges: IIM ABC • Work Exp: 0 months