This is fun. I didn't grow up playing RCT but I get the gist. I am a bit confused about two main things: how do you rotate a tile, and what's the relationship between the park entrance and the border tile where the customers enter?
Plays at ~3fps and with a ~1s latency on all interactions on Firefox, MBP2015 :( Slightly better on Chrome, but the menu is still incredibly laggy and the placement grid lags way behind the mouse cursor. Got to say that the performance isn't exactly that of Rollercoaster Tycoon, famously written by Chris Sawyer in lovingly hand-crafted assembly!
Nah, I think the implementation is just off. Graphics need HW acceleration for modern resolutions, but the whole thing should be fine in vanilla JS. Afaik wasm is just an abstraction on top of a jsvm
> Afaik wasm is just an abstraction on top of a jsvm
it is, but as a compiler target there's tons of opportunity for automatic optimization -- in my experience wasm (from rust) tends to be faster then then hand-written js for the same function (although, i'll admit, javascript is far from my strongest language, so take that with a grain of salt)
Wasm objects are what you get in C or other low-level language, with a linear heap and zero metadata. That alone makes it vastly faster and easier to JIT than JavaScript.
Some criticism, the UX is not very exciting. It's a theme park game, take a look at RC2's menus. Having exciting menus makes you want to click on everything and explore the game! This is very gray, and monotone, and makes you not want to click on anything.
RC2 had "exciting" menus? they looked like Windows 3.1... made me feel like i was using ancient accounting software. which was actually pretty fitting for the genre.
The cursor is just bad UX from the start. The click area is off and it looks like you should click and drag but that's not the case. Clearly AI has a very long way to go.
considering you are okay with ideating with Gemini, you should focus on creating a concept frame of what a theme park actually looks like, and then just nail the art style. everybody knows what a roller coaster game is, but nobody knows what yours looks like :)
Wow, some of the comments.
This is fun. I didn't grow up playing RCT but I get the gist. I am a bit confused about two main things: how do you rotate a tile, and what's the relationship between the park entrance and the border tile where the customers enter?
Plays at ~3fps and with a ~1s latency on all interactions on Firefox, MBP2015 :( Slightly better on Chrome, but the menu is still incredibly laggy and the placement grid lags way behind the mouse cursor. Got to say that the performance isn't exactly that of Rollercoaster Tycoon, famously written by Chris Sawyer in lovingly hand-crafted assembly!
it runs quite fast on a first generation mac studio with safari
yeah I wonder if a rust or wasm backend might be a good idea for something like this
Nah, I think the implementation is just off. Graphics need HW acceleration for modern resolutions, but the whole thing should be fine in vanilla JS. Afaik wasm is just an abstraction on top of a jsvm
> Afaik wasm is just an abstraction on top of a jsvm
it is, but as a compiler target there's tons of opportunity for automatic optimization -- in my experience wasm (from rust) tends to be faster then then hand-written js for the same function (although, i'll admit, javascript is far from my strongest language, so take that with a grain of salt)
Wasm objects are what you get in C or other low-level language, with a linear heap and zero metadata. That alone makes it vastly faster and easier to JIT than JavaScript.
Some criticism, the UX is not very exciting. It's a theme park game, take a look at RC2's menus. Having exciting menus makes you want to click on everything and explore the game! This is very gray, and monotone, and makes you not want to click on anything.
ORCT in the browser: https://news.ycombinator.com/item?id=42318673
RC2 had "exciting" menus? they looked like Windows 3.1... made me feel like i was using ancient accounting software. which was actually pretty fitting for the genre.
Coming from DOS 6, windows 3.1's menus seemed like magic at the time...
Very cool demo! Way too "dev design" to be fun to play, but a really awesome showcase of what can be done with pure web tech!
The cursor is just bad UX from the start. The click area is off and it looks like you should click and drag but that's not the case. Clearly AI has a very long way to go.
If you have a large screen, make sure you limit your window's size - otherwise the framerate will drop quickly.
considering you are okay with ideating with Gemini, you should focus on creating a concept frame of what a theme park actually looks like, and then just nail the art style. everybody knows what a roller coaster game is, but nobody knows what yours looks like :)
ai slop