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This is super cool, and I like the no-nonsense presentation.

I'm curious to know where he takes the gameplay. He mentions it being digging-focused, and also mentions the digging/terrain deformation aspects in other games like No Man's Sky are relatively low-fidelity. I wonder what a "high-fidelity digging game" looks like (:

Aside, if I may self-plug: I wrote a small series on SDFs, for those who might be interested[1]. I'm also using them in my game engine (though it's 2D, for me).

[1]

* https://festina-lente-productions.com/articles/sdfs-1/

* https://festina-lente-productions.com/articles/sdfs-2/

* https://festina-lente-productions.com/articles/sdfs-3/



Seems you're not familiar with how game projects with a custom engine typically go. Let me elaborate on this - the steps involved are:

1. Create a custom game engine.


Why must you attack me personally like this?! ⠀(:


Heh, I'm as guilty of this myself. Here's one example of mine: https://github.com/nnevatie/paybacktime


"Is rust good for game development? Rust is good for everything. There are currently... 5 games written in rust. And 50 game engines."[0]

[0] https://www.youtube.com/watch?v=TGfQu0bQTKc


So similar to the average game project with an off the shelf engine, just with an additional fun step.


That's how the overwhelming majority of all game projects go, custom engine or not.


I am interested in the small series and also the game engine (if not covered in the series). I will read these, thank you for sharing.




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