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Reforged from the ashes

· 1 min read

Contents
  1. A new shape
  2. Why the fire names

Prometheus didn't start from nothing. It started from the ashes of something else.

For about a year before this, a friend and I built an avatar project: animated 3D characters in the browser, with an editor for building the scenes they lived in. He did a lot of the animation system and a good share of the engine work. As a product it didn't work out, but a lot of what we built was good.

So rather than throw it away, I went through it for anything worth saving, and there was plenty: the entity system, the editor's interface, the renderer and the animation work. The parts that no longer fit, like the chat layer that let the avatars talk back, were cut out. What was left is the starting point for something new.

A new shape

The old project ran everything in the browser. The new one splits it in two: a server owns the world and runs the simulation, and the browser becomes a window onto it, using the editor and renderer we already had. The game all this is for is an MMO, so the server has to be in charge anyway.

Why the fire names

Everything rebuilt on top of the old project is named for fire and forging:

  • Prometheus, who stole fire for humanity, is the engine.
  • Forge is the project tools, with Anvil, Ember, Bench and Kiln inside it.
  • Re-Forged is the showcase scene, where every rebuilt feature goes to prove it works.

The old project was melted down, and this is what gets hammered out of it.

From here on it's just me. I'm grateful for the year of work that got it this far. This is where the devlog picks up.