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joeld42 commented on You used to be able to just create a Native GUI App in 10 seconds   twitter.com/tsoding/statu... · Posted by u/Ezhik
joeld42 · 3 months ago
Take a look at Slint or Avalonia if you miss this experience.

And I'll take needing an internet connection over having to install Visual Basic from a stack of CDs.

joeld42 commented on Ask HN: What change enabled you to consistently finish your side projects?    · Posted by u/pillefitz
joeld42 · 7 months ago
I'm still not great at it, but the biggest thing that helped me was to give myself a rule, "Don't talk about what I'm planning, only talk about what I've done". Explaining a project's vision or goals give my brain a mini-version of the feeling of accomplishment of actually doing it, and I found that I would use that as a replacement for actually building stuff (which is much more work). Instead, if I only talk about the parts that I've completed, it's very motivating to build the next step so that I can share it. It also gave me more flexibility to change course during a project.
joeld42 commented on Luxe Game Engine   luxeengine.com/... · Posted by u/garrypettet
socalgal2 · 9 months ago
Maybe I missed them but given they say at the top of the page

> make games for Mac, Linux, Windows, and *Web*

it would help a bunch if they linked to some web demos/games

joeld42 commented on Luxe Game Engine   luxeengine.com/... · Posted by u/garrypettet
joeld42 · 9 months ago
I've been playing with this engine for a while. I really like the engine. For me the best features are:

- Scripting is really ergonomic, and fairly fast performance-wise. And if you need something to be really fast writing native extension modules for wren is pretty straightforward. So it's a choice between "reasonable" perf scripting and "fast" native code, which is much better than something like Unity where everything is kind of in the middle.

- Wren fibers (a form of cooperative threading) are fantastic for dealing with game logic (NPC state, game AI, etc) without introducing the complexity of true multithreading.

- The graphics/render module is extremely configurable. The whole render module is just a script that sets up a fast c++ execution graph, and you can modify/script this.

- The tools are very nice and a lot of care put into them. I don't use the editor too much, and mostly interact through code, but for things like level design it's really nice to have.

- Many game engines feel like a good fit for a large project or a small one but not both. Luxe is great for small jam games and full-sized projects. A project can be pretty much just a project file, a few configs and a script, or a large structure and the editor encourages (but doesn't enforce) a good project layout.

- Drawing is super flexible. You've got sprites and shapes and meshes and tiles and everything, but there's also an "immediate style" drawing api that is very high quality. Similar to having "Shapes" extension in unity but it's a first class citizen and built in.

- The "Modifiers" (which is Luxe's ECS-like component thing) took me a while to get used to using, and can be a source of friction at first, but once I got it it really feels like a better way to do things. And it's entirely optional so you don't have to if you're still learning.

- Outside of code and raw assets like images and mesh, almost everything is stored in ".lx" files which are very json-like, which can be really helpful for debugging and understanding what's going on, and on many occasions I've been able to automate stuff from script just by writing out or modifying lx files.

- Features and fixes are added constantly, but done carefully in a way that doesn't break existing code too often or without a clear migration strategy (glares at bevy).

It feels like an engine built for small teams and experimental workflows. Especially if you're looking for alternatives to Unity, I'd recommend it.

joeld42 commented on Arcol simplifies building design with browser-based modeling   arcol.io/... · Posted by u/joeld42
xeonmc · 9 months ago
How suitable might this also be for game level design, for more vertical arena-like maps?
joeld42 · 9 months ago
hmm, i've played around a bit with level design in the past and honestly Arcol wouldn't be that great a fit. I like Probuilder in Unity for that, I think the key to any good workflow is immediate changes and fast iteration, so you really want something that's pretty tightly integrated into your game engine.

It could be useful for greyboxing or even just generating some rough shapes though. We do export GLTF which is easy to get into game engines.

joeld42 commented on Arcol simplifies building design with browser-based modeling   arcol.io/... · Posted by u/joeld42
an_aparallel · 9 months ago
Ive started work recently as a Revit MEP modeller. Id recommend your team look into a way of supporting common services models like vav/fcu/flex ducts/rect ducts, pipes, cable trays, conduit and so on.

Im not experienced enough to know if early stage mep designers will find this useful.

joeld42 · 9 months ago
yeah, great idea. Eventually we'd love to get there, supporting all stages of the AEC pipeline. But the scope is so huge we can't give it the level of design attention and polish that we want if we try to do everything, so we're focused on feasibility for now and try and make a great experience for that.
joeld42 commented on Arcol simplifies building design with browser-based modeling   arcol.io/... · Posted by u/joeld42
dfex · 9 months ago
This looks amazing!

I'm working on a construction project right now (not as an architect/engineer) and I can tell you right now that live collaboration is THE killer feature (your slick UI not withstanding).

If this job is anything to go by, the current state-of-the-art appears to be a single Revit model file released once a month, 10,000 excel spreadsheets and 3,000 PDFs of various versions and quality spread between Sharepoint and a Document management server.

I'm sure you've got an amazing roadmap, but it would be great to see you apply a modern take on:

- how to handle version control in a multi-user environment (endless designing is fun, but at some point you need to draw a line in the sand so that people can start work, then changes need to be highlighted for the guy on the ground swinging a hammer)

- collaboration with 3rd-parties that may have a subset of design responsibilities (e.g. HVAC, electrical - they can place things in a room, but can't adjust the dimensions of a room)

- design reviews - current state-of-the-art seems to be marking up PDFs of DWGs with comments (which the supplier completely ignores on their next revision)

I look forward to watching this product evolve!

Small typo on your Love Letter to Designers post:

"A promise we will make at Arcol is tolisten first"

joeld42 · 9 months ago
Exactly! It’s great to see that this idea resonates!
joeld42 commented on Arcol simplifies building design with browser-based modeling   arcol.io/... · Posted by u/joeld42
the_arun · 9 months ago
Will there be a workflow? For eg. review & approvals and changing state of the final design?
joeld42 · 9 months ago
We're hoping to provide tools that let firms build whatever workflows they need.

Right now, we have design options to present and compare different options and variants of scenes, and boards and comments, but we don't enforce any workflow.

Looking at how customers use these features and adding tools to enable this is definitely a big focus in the near term.

joeld42 commented on Arcol simplifies building design with browser-based modeling   arcol.io/... · Posted by u/joeld42
shocka_z · 9 months ago
How does this compete with Autodesk's Revit & BIM Collaborate?
joeld42 · 9 months ago
It coexists with Revit right now, and is a good place to do feasibility and early design and get instant metrics and feedback. We think it's a lot more collaborative and design friendly.

One day we'd love to take them on directly, I think there's a lot of architects out there looking for something better.

As far as collaboration features, we've built it from the ground up with collaboration in mind, so you can work with other users directly in the same scene and see their actions and updates. We've got collaborative presentation boards with views and metrics that can update live, and of course workflow features like commenting. And since it's browser based, there's not the friction of installing a desktop app, which can be significant at some orgs.

We'd love to know what you think though, give it a try and let us know what collaboration features you'd use!

joeld42 commented on Arcol simplifies building design with browser-based modeling   arcol.io/... · Posted by u/joeld42
realitysballs · 9 months ago
Huge fan of anyone daring enough to take on Autodesk , also product is top notch design.
joeld42 · 9 months ago
Thanks! We love to hear it!

u/joeld42

KarmaCake day1308July 29, 2009
About
Graphics and Game Developer

I've been working on VFX and games software for the past 20 years, shipped several console games and have a handful of film VFX credits. I'm currently a graphics engineer at Arcol, working on collaborative, browser-based software to modernize AEC.

joeld42@gmail.com

@joeld42 (twitter)

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