The timing of this is fortunate for me since I just picked up Rimworld again after a several year hiatus, a cycle that I find myself doing repeatedly since I backed it on Kickstarter in 2014. I...
The timing of this is fortunate for me since I just picked up Rimworld again after a several year hiatus, a cycle that I find myself doing repeatedly since I backed it on Kickstarter in 2014.
I gave it a shot and my asteroid colony that was for some reason only running at 40 fps despite being fairly small, jumped up to running at my monitor's full 160 fps. All my mods worked without issue, but I'm not running that many. I haven't done a direct comparison on the steam deck beyond verifying it runs, but I imagine it will result in better battery life.
Really interested in how they managed it, they had to basically have the same API exposed as Unity or it's got Unity on top with the core swapped out or something. Having mods just work when swapping engines is wild to me when they often break on just normal updates.
It reminds me of the developer of Caves of Qud who ported the game to Godot in like 2 days, just to see if he could. https://threadreaderapp.com/thread/1703163364229161236.html It's also fun to...
It reminds me of the developer of Caves of Qud who ported the game to Godot in like 2 days, just to see if he could. https://threadreaderapp.com/thread/1703163364229161236.html
It's also fun to see that beneath the modernish look, CoQ is still a terminal application.
15 years of architectural choices about game/glue separation are paying off.
I guess that Rimworld must have a similar architecture, where Unity's API is only used for the rendering and maybe UI. Their developers must be (and can be) super proud of themselves.
Wish they had more technical details listed as to how and what they did. Those kinds of articles are always fun to read. Shame everything is locked up in Discord though.
Wish they had more technical details listed as to how and what they did. Those kinds of articles are always fun to read.
Its impressive that they ported to a new (homemade!) engine AND release the port as the main. I understand that this will make the new engine better/battletested/reliable (and thus better for...
Its impressive that they ported to a new (homemade!) engine AND release the port as the main. I understand that this will make the new engine better/battletested/reliable (and thus better for their new project), but still, its an investment most wouldn't do.
An indication a quality-first mindset.
I still plan to eventually pick up the Rimworld DLC. I've had well over 150 hours in just the base game and know I could easily get 1000+ hours if I could sit down and play more often. Seeing this...
I still plan to eventually pick up the Rimworld DLC. I've had well over 150 hours in just the base game and know I could easily get 1000+ hours if I could sit down and play more often.
Seeing this post has me crossing my fingers I can wrap up some of my current financial strains so I can treat myself on my birthday next year to the DLC.
The timing of this is fortunate for me since I just picked up Rimworld again after a several year hiatus, a cycle that I find myself doing repeatedly since I backed it on Kickstarter in 2014.
I gave it a shot and my asteroid colony that was for some reason only running at 40 fps despite being fairly small, jumped up to running at my monitor's full 160 fps. All my mods worked without issue, but I'm not running that many. I haven't done a direct comparison on the steam deck beyond verifying it runs, but I imagine it will result in better battery life.
Really interested in how they managed it, they had to basically have the same API exposed as Unity or it's got Unity on top with the core swapped out or something. Having mods just work when swapping engines is wild to me when they often break on just normal updates.
It reminds me of the developer of Caves of Qud who ported the game to Godot in like 2 days, just to see if he could. https://threadreaderapp.com/thread/1703163364229161236.html
It's also fun to see that beneath the modernish look, CoQ is still a terminal application.
I guess that Rimworld must have a similar architecture, where Unity's API is only used for the rendering and maybe UI. Their developers must be (and can be) super proud of themselves.
Wish they had more technical details listed as to how and what they did. Those kinds of articles are always fun to read.
Shame everything is locked up in Discord though.
Its impressive that they ported to a new (homemade!) engine AND release the port as the main. I understand that this will make the new engine better/battletested/reliable (and thus better for their new project), but still, its an investment most wouldn't do.
An indication a quality-first mindset.
I still plan to eventually pick up the Rimworld DLC. I've had well over 150 hours in just the base game and know I could easily get 1000+ hours if I could sit down and play more often.
Seeing this post has me crossing my fingers I can wrap up some of my current financial strains so I can treat myself on my birthday next year to the DLC.