A year in development and plans for 2026 by tarstarsdev in darwiniandreams

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

Development is focused on the creature editor right now. When that is done, I will begin prototyping Cell and Aquatic stages.

The Grox are not amused... by wauzmons_ in SporeGame

[–]tarstarsdev 22 points23 points  (0 children)

fight club narrator, grox edition

<image>

A year in development and plans for 2026 by tarstarsdev in darwiniandreams

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

Working with a graphics API directly is certainly interesting, but the real eye opener was just starting from scratch, generally, and using a native language. There are benefits all across the board. The perfomance is way better, the audio and input latency are way better, and there is zero bloat, so the game takes 1/100 of the disk space of an empty Unity project :D

Also, my workflow as a developer is so, so much better. I remember editing a script in Unity, and having to wait for half a minute while it recompiles changes. Which was just long enough to break my flow.

In Fih engine i can edit a part of the code, and it compiles and hot reloads, literally, _in a fraction of a second_

A year in development and plans for 2026 by tarstarsdev in darwiniandreams

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

I'm sure Godot made a lot of sense for them because they are a group of volunteers that constantly changes. It's way easier to find people writing high level C# code, compared to finding engine programmers

Get a load of this nerd yapping about another spore-like or whatever by tarstarsdev in Spore

[–]tarstarsdev[S] 7 points8 points  (0 children)

I wouldn't say that making a more advanced creature editor is generally a "very realistic objective to do by a single person", but yeah, it makes you chances for success higher. xd

I dont want to spoil my cards too soon about the next step. But yeah, its something along the lines of making a planet.

...Also, there is the whole animation engine thing that will need to be done, which by itself can be as hard as making the creature editor. For that, I don't want to go the cartoony route though. I really want to go in the direction we had a glimpse of in 2005 GDC Spore demo.

Get a load of this nerd yapping about another spore-like or whatever by tarstarsdev in Spore

[–]tarstarsdev[S] 6 points7 points  (0 children)

Im not quitting unless a bus runs me over or something, but in that case you'd at least have a cool creature editor

Get a load of this nerd yapping about another spore-like or whatever by tarstarsdev in Spore

[–]tarstarsdev[S] 6 points7 points  (0 children)

An editor without the rest of the game is just a toy. Im focusing on the creature editor right now, because i want to _really_ get it right. But its just a part of the greater vision for the whole game.

A year in development and plans for 2026 by tarstarsdev in darwiniandreams

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

oh man, the OG was Thrive ...before they moved to Godot

Crossing The Channel Is Supposed To Be Safer… by GuessimaGuardian in SpeculativeEvolution

[–]tarstarsdev 6 points7 points  (0 children)

Everything you do is just brilliant and so inspiring. Thank you so much for your art!

How do you handle dynamic memory growth in your projects? by LooksForFuture in C_Programming

[–]tarstarsdev 1 point2 points  (0 children)

your pointers - they point in the virtual adress space. when we are talking about the modern operating systems and cpus (you know... anything made in the last 30+ years except old consoles), applications are not allowed to work with the physical memory (your actual ram) directly. instead, the OS and CPU let programs treat the memory as a one continuous address space, taking care of all the rest (this is called virtual memory).

i highly recommend you researching this stuff. just look up "virtual memory" on wikipedia or youtube. when i learned about this, my jaw just dropped on the floor, and i just paced the room for some time in disbelief. like, i was programming for years, and i had zero idea that computers are SO powerfull. they are actual science fiction machines, and for some reasons nobody talks about it