RimWorld 1.7 moves from Unity to Ludeon's in-house Waylith engine
ludeon.com
ludeon.com
You don't need a plane to get from America to Europe, but there are constraints if you don't use one.
I think most people are angry about the artistic portion like images and dialogue of games being AI generated more than the code. Code can be art as well in my opinion, but it still can be even if you AI just ported a large part of your code base to another target engine for example.
Doesn't prove anything, lots of stuff changes development house tempo, but to anyone watching things as a whole updates across steam games in active development are 1) quickening 2) narrowing 3) becoming predictably scheduled ; all of these point to more than just a single group refocusing on the work at hand.
I think builds are getting pushed out a lot quicker, and personally I know of a lot of anecdotes where groups' entire build and output chain are handled by LLMs invoked by cron (or a clone). That alone will add a lot of regularness to things.
No reason to mention using it any more than disclosing the text editor they used.
I don't think you can say clearly there is a one "community" collectively "hating" the same thing here, it's just a lot of people with a lot of different strengths and directions of dislike basically.
I mean we've even been seeing gamer outrage over LLMs being used in decompilation projects. How "decomps have lost their soul" now that it doesnt take a small team several years.
Why? Because people with well developed frontal cortex predicted the increase in capabilities easily while people with underdeveloped frontal cortex couldn’t extrapolate today’s improving slop to tomorrow competence.
Hence I have learned a lot about my fellow humans of many political tribes and how the distribution of those more “naturally talented at predicting patterns” look.
I stopped paying heed to certain kind of emotional, outcry driven people that thrive on your attention and take morality as a hostage.
For they aren’t what they want to appear to be usually.
If we all stopped giving them our time they would dry up and wither without audience and the world would be a more pleasant place.
What people DO see is having to use or be monitored by ABYSMAL types of AI at work or when they try to call x company for support or whatever. The outcry against data centers when the same people building them were moaning about how electric vehicles would crash our electric grid completely is quite justified. As is the outcry about creative and intellectual theft. Add deepfakes, scams, spam, misinformation, etc. and the negative externalities of AI for most people seem to far outweigh the "benefits". And everything beneficial seems to just be training the AI to do your job in disguise. Add in that the billionaires behind most of this tech come off as completely out of touch with the real world and I totally see the perspective of "screw AI and everything it stands for" even if I don't share it myself.
There are no excuses in this day and age. I am also sometimes lazy but I never pat myself on the back for it.
Why would I hold other people to lower standards than myself? I think that, would be offensive.
I refuse to treat other people as less than myself. If I can investigate this topic without experience or phd then I assume anyone can obtain such knowledge before unleashing scathing critique.
Do not defend people who hate on things without due diligence and who generally are quick to hate.
Example I would give is I'm totally ignorant of local politics. I just don't have any time at all to parse it, and I probably wouldn't bother even if I were magically given the time. There's people out there that would be just as upset at me as you are at people ignorant about AI. And it's not that I'm lesser than the person focused on local politics, I just spend my time elsewhere.
LLM's are still kinda shit at porting large in-house game projects. They can quickly and easily mangle codebases.
I happen to know a bit about the game's guts because I've been working on a RimWorld-based IDE [1] for the last few months. The C# side has grown to 75k lines of production code, much of it depending on Unity/Verse.
So when I saw the Waylith news, my first thought was "well, now it's either a complete rewrite or legacy forever". Migration took one night and introduced only a dozen regressions, mostly in low-level interfaces that no "sane" RimWorld modder would ever touch.
Along the way, these pains and hacks went away:
- Ancient net472 instead of cute net10.0.
- Mono-specific networking workarounds.
- Mouse wheel-event queue stuff.
- Unity font and atlas stuff.
- Semicolon key handling. Don’t ask.
- Unity/Mono WebSocket bugs. Probably gone. I still use a custom implementation; haven’t tested the new built-in yet.
- Harmony is in NuGet now.
Some weird bugs have migrated to the new engine. Like the game freezing forever on Alt+Tab in "Borderless window" mode, on both X11 and Wayland. Fortunately, Unity hacks still work.
Now to the headliner: performance. I haven't measured round-trip terminal latency yet, and loading times (X11 window to interface) actually got worse in my case.
But before the Waylith migration, an idle, focused SlopWorld window in Eco mode (colony sim stopped, some resources unloaded, map hidden, rendering in 60 FPS VSync) ate 50-60% of one CPU thread. After migration it's 15-18%. So roughly 70% less load for free, before any gameplay or mod optimizations.
[1] https://slopworld.space A shameless plug, hopefully useful for the community.
And then, at the end of the announcement, it says:
"RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you."
Exciting!
Someone tested the version with like 1500 mods and it launched.
the client bitched about the mods having incorrect version numbers, but after re-enabling them and loading the save nothing was broken (any more than it was in 1.6, at least.) -- and it loaded much faster.
I think there was a lot of in-situ handholding for unity API expectations.
surely not AVX-512 (2015), so what exactly? AVX2 (2015)?
> RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you.
I suspect Waylith is in dev since long time on this new project and they pushed it to make it prod proof before pushing the game further.
A statement about AI could be great, yes.
If changes become cheap, the same benefits don't apply anymore. Large scale refractors can become background tasks. "Turn this project into ECS style" is one session away. The things we valued in long timescales happened because changes and backtracking were painful and a huge time sink.
Nowhere does it say how long they were working on the new engine.