> The snails, which actually grow to about eight inches in length, but can stretch—if nothing else, for headline-writing purposes—to nine inches, have worried Florida authorities since 1969.
Queuing orders in TA and then in Supreme Commanders was best-in-class. Both single units and structures, and groups of them (selected with an assignable hotkey), could have infinitely long command queues. Patrol mode was useful for both engineers and normal units. SupCom added air- and sea-based transportation corridors. The queues were not broken if you ran out of resources temporarily; they just paused and then resumed when possible. I played TA before StarCraft and after Warcraft 2 - I felt SC to be a huge downgrade in terms of controls, and dropped it almost immediately. SupCom then came close to the absolute peak of RTS for me in terms of controls, physics, and economy management. The problem with all the fan-made successors is that I don't want PvP at all, and they seem to focus on that, while the original TA and SupCom were incredible single-player experiences, too.
People should be giving more credit to Bevy regarding Tiny Glade, particularly the people who like to bring up Tiny Glade's custom renderer to detract from Bevy's accomplishments and capabilities. It takes substantially more software infrastructure to make a game engine than just the renderer. Looking through Tiny Glade's third party licenses, the following are listed:
The fact that Tiny Glade was even able to just turn off Bevy's renderer while keeping the entire rest of the needed infrastructure so that they could write their own custom renderer on top of it is nothing short of remarkable.
> particularly the people who like to bring up Tiny Glade's custom renderer to detract from Bevy's accomplishments and capabilities
You're reading it the wrong way. Tiny Glade is just a poor example to show off Bevy because the only impressive thing about it is its graphics, which is not Bevy's.
> The fact that Tiny Glade was even able to just turn off Bevy's renderer while keeping the entire rest of the needed infrastructure so that they could write their own custom renderer on top of it is nothing short of remarkable.
A lot of that is pretty standard for a game engine, actually. For example, if you were to compare with Unity, you can run the engine headless in server environments and it swaps between renderer implementations (DirectX, Vulkan, WebGL, etc.) internally. There's also Scriptable Render Pipeline which lets you customize the renderer at a level above the platform graphics APIs.
While I don't disagree with the toy/game distinction I also think the lines are blurry enough that I'd place the former as a subset of the latter.
They are sold in the same places, run on the same hardware, use the same conventions and interactions, fill the same place in our lives, and are discussed in the same places. A lot of "proper" games also have digital toy modes: Minecraft and various sim games come to mind, but there are many. Insisting that they are completely distinct things seems mostly silly TBH. Almost everyone in the world would recognize Tiny Glade and its ilk as a kind of "computer/video game".
Back in a more adult age, the way that this was handled was "We've benefited from our past collaboration, but we believe a new direction is needed going forward."
For some reason--COVID brain rot, poorly-socialized people coming online, general increase in viciousness in the population, who knows!--people have forgotten the utility and purpose of boring polite manners and communication.
Probably to avoid the perceived issues other places have run into. You can always attempt to reverse a population crisis peacefully--you cannot reverse a migration crisis in the same way or with favorable optics. So, better to get ahead of it.
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