• TheAlbatross@lemmy.blahaj.zone
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    2 days ago

    Shocking the article left out the last surprising note on the update blog: Ludeon Studios says Rimworld isn’t the only game running on the new, homemade Waylith engine. 😉

      • DdCno1@beehaw.org
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        11 hours ago

        You must be new to the games industry. Ideas are cheap, implementing them properly and in novel ways is what makes or breaks a game. Developers have always been iterating on the ideas of others before them. Nobody in their right mind would call a game as accomplished as Rimworld a mere ripoff.

    • Kyrias@lemmy.ca
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      2 days ago

      Probably because there’s no details and it probably won’t be out for years.

      I was hoping for a new DLC announcement at least.

      • deadcream@sopuli.xyz
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        1 day ago

        There are rumors it’s based on the engine that Kitten Space Agency’s (spiritual successor to Kerbal Space Program) devs develop. So it would be that other game.

          • deadcream@sopuli.xyz
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            18 hours ago

            From what I understand, BRUTAL (the thing that KSA devs made) is not a typical game engine. It’s very low level and more of a set of tools and libraries to make a game and its engine with, without completely reinventing the wheel. It doesn’t restrict game devs in any way and aims to give them maximum freedom (e.g. it doesn’t even have a concept of a “scene” that all engines like Unity or Unreal have). Obviously this also makes it very complicated to use compared to Unity, but makes it possible to custom-tailor it to any game and use case.

            This is especially important for a game like KSA that doesn’t fit into Unity’s model at all, but I guess it also provides some benefits for RimWorld.

            • Buddahriffic@lemmy.world
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              7 hours ago

              Yeah, imo the term “game engine” itself has kinda evolved over the years from “framework that contains common game/renderer code” to “platform to handle the entire process of implementing a game”.

              It’s just code in the end, so even the “full platform” option can be used as if it’s just a framework, which it sounds like RimWorld was doing if it could switch engines without breaking mod support (another comment guessed LLMs were involved but IMO this goes way beyond what an LLM would handle well, as it would involve pretty much reimplementing unity’s framework). Though I don’t have any direct experience with Rimworld mods and how exactly they interact with the game; if they used a data-driven approach, then it could be possible to redo just that interface and keep mods working (though it would also depend on what exactly was running the mod code itself, as that part would also need to remain functional).

          • it_wasnt_arson@awful.systems
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            19 hours ago

            They’re both projects moving away from Unity and to something more tailorable to their needs at a lower level, so it’s not all that strange, really.

        • skibidi@lemmy.world
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          1 day ago

          Dean confirmed on the KSA discord that they licensed BRUTAL (the framework that KSA’s engine is built upon) to Ludeon for Waylith.