> make games for Mac, Linux, Windows, and *Web*
it would help a bunch if they linked to some web demos/games
https://itch.io/jam/luxe/entries?ref=luxeengine.com
https://ldjam.com/events/ludum-dare/56/terrarium-combinarium
https://joeld42.itch.io/bridges
More jam games that I didn't make a web build for but downloads are available:
https://joeld42.itch.io/lighthouse-keeper
https://ldjam.com/events/ludum-dare/54/cargo-space
https://ldjam.com/events/ludum-dare/53/last-mile
https://ldjam.com/events/ludum-dare/51/artichoke-key
On Steam:
https://store.steampowered.com/app/1836400/Mossfield_Origins...
- 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.
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.
Im not experienced enough to know if early stage mep designers will find this useful.
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"
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.
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!
And I'll take needing an internet connection over having to install Visual Basic from a stack of CDs.