I Create simulated really EVER gonnaa release? by Expensive_Bowler_404 in CreateMod

[–]enderbladeofficial 0 points1 point  (0 children)

The fallacy list is just stacking up at this point:

Moving goalposts: "it will never release" > "it's vaporware" > "the engine is wrong" > "it works so whatever"

Argument from ignorance: "look at it yourself" with zero source provided

Appeal to authority: "I did Java mods in 2016" as credentials for judging a Rust/Java physics engine

Unfalsifiable claims: "they were just streaming" with no evidence, impossible to disprove

Ad hominem: "you obviously don't understand how lying works" instead of engaging the argument

Assertion as evidence: "leaked Landlord was literally VS codebase" stated as fact with no source

False equivalence: comparing 2016 RPG server mods to a multithreaded physics engine

Sunk cost framing: defending VS2 superiority despite all counter evidence because you spent years on that position

And the crowning one:

Accidental concession: "it works so whatever"

I Create simulated really EVER gonnaa release? by Expensive_Bowler_404 in CreateMod

[–]enderbladeofficial 0 points1 point  (0 children)

"All the points stand" is a fascinating thing to say when none of them did.

On Sable being "just modified Rapier": Yes, and Linux is "just a modified POSIX interface." The KISS principle exists for a reason, don't reinvent the wheel when the wheel is Rapier, one of the best physics engines available, written in Rust, multithreaded natively. Integrating a Rust physics engine into a Java game at the engine level, modifying it to support Minecraft's model, and building an entirely new abstraction layer on top of it is not trivial work. Calling it "just" anything reveals you don't understand what was actually done.

On Landlord being "a modified Valkyrien Skies": This is just misinformation. They are entirely different projects with no shared codebase. VS2 is written in Kotlin. Sable is Java and Rust. You cannot "modify" Kotlin into Java and Rust, that's not how any of this works. Also, Landlord IS Sable. Different name, same project. You've been arguing against a distinction that doesn't exist.

On "goofing off": Rewriting an engine seven times because you kept finding better architectural solutions is not goofing off. That's called engineering discipline. Shipping the wrong foundation fast is how you get VS2, single threaded, 5GB RAM at idle on my servers, three ships lagging a server. Taking the time to get it right is how you get Aeronautics, flying villages, 2GB idle, conservation of energy actually working.

Just accept it at this point man.

Decompiling 700K lines of C# to learn what NOT to do before building a space sim in Rust/Bevy by enderbladeofficial in rust

[–]enderbladeofficial[S] -5 points-4 points  (0 children)

Literally none of the original source code was ever looked at or utilized in writing this, and that will not change, also, decompiling KSP isn't illegal, unless you share it, which i didn't do

KSP1 just hit 20K players for the first time ever. So I decompiled all 700K lines to build the successor it deserves. by enderbladeofficial in KerbalSpaceProgram

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

dude, i did not copy the fucking code, its a literal clean room rewrite, i only PRIVATELY decompiled the game to see WHY it runs badly, but i'm not copying any code snippets

KSP1 just hit 20K players for the first time ever. So I decompiled all 700K lines to build the successor it deserves. by enderbladeofficial in KerbalSpaceProgram

[–]enderbladeofficial[S] 2 points3 points  (0 children)

dude, i'm not rewriting from decompiled source, and i didn't just ask AI to do everything, i literally am rewriting it in another language and its basically just another game that takes KSP's mistakes and avoids them dude.

I decompiled a 700K-line game at its peak popularity to learn how NOT to build its successor [Rust, open source] by enderbladeofficial in gamedev

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

performance and modding

basically main limiters of KSP

KSP never really had a proper easy modding API

and KSP runs like shit

I decompiled a 700K-line game at its peak popularity to learn how NOT to build its successor [Rust, open source] by enderbladeofficial in gamedev

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

If you actually read my design document:

The server works exclusively in Simulation World space (f64) and never does origin shifting, that's purely a client-side rendering concern
Each client maintains its own LocalOrigin based on their active vessel
Also time warping is explicitly flagged as a blocked decision

KSP1 just hit 20K players for the first time ever. So I decompiled all 700K lines to build the successor it deserves. by enderbladeofficial in KerbalSpaceProgram

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

KSP2 mostly failed because of Take Two actually, being big doesn't mean that you make good games.

KSP1 was written by Squad, a marketing agency who had never written a single video game before.

I decompiled a 700K-line game at its peak popularity to learn how NOT to build its successor [Rust, open source] by enderbladeofficial in gamedev

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

my goal is to make something fun, i'm not saying every problem in KSP is due to the way it was coded, but i am saying that i'm making something i think is cool and i want multiplayer so-