HN user

epaga

9,360 karma

Java developer / team leader at inetsoftware.de by day

iOS developer by night

https://silentshark.app - Tactical map-based WW2 submarine simulator for iOS, Android, Mac, PC, Linux, Web

https://smoothtrack.app - VR-style head tracking app (iOS + Android) for PC sim games. Replaces the need for a $150+ TrackIR system.

https://mindscopeapp.com - Text canvas outliner, thought organizer (macOS, iOS)

http://appstore.com/johngoering - other apps

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readme.dm 28d ago

Project Setti

epaga
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www.lutasecurity.com 1mo ago

The Fable 5 Export Controls Harm US Cyber Defense

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Sweet Jeebus, macOS 27 Golden Gate Removes the Dumb Icons from Menu Items

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apple.github.io 2mo ago

Large-Scale High-Quality 3D Gaussian Head Reconstruction from Multiview Captures

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silentshark.app 2mo ago

Show HN: I made a tactical map-based WWII submarine simulator (public beta)

epaga
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mindscopeapp.com 9mo ago

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blog.ouseful.info 2y ago

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epaga
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Continue work on my map-based WW2 Pacific submarine sim Silent Shark https://silentshark.app - I just added lifeguarding missions and am going to do my first ever "developer broadcast" on Steam tonight for the Steam Next Fest and hoping I don't screw things up...

I've been pleasantly surprised at the community beginning to get excited about the game.

If you look at the trajectory of your stance, do you think you might reach "Uh-oh this is doing just as good a job as I can do in a much shorter time?" within the next year? I feel like that's what happened to pure coding for me, something I never ever thought would be possible.

The unreliability is something that seems like it might be a temporary early stage.

Thanks so much for the kind words!

How long did it take you?

It's taken about 3 months of my spare time (some evenings and a few weekend afternoons) so far.

Is any of it vibe-coded?

I actually started the project back in February as an experiment to train myself in prompting and to see how far I could get using Codex and letting it do literally all the coding for me. It turned out, I could go all the way. I have not touched a single line of code myself (I have only tweaked some CSS from time to time). This project has led me to realizing my 20+ years of professional experience in coding are clearly worth far less than they were just a couple years ago...

As you already stated, the browser version is a Vite/TypeScript app, but what programming language is the actual game in?

The actual game is written in TypeScript. For the Windows/Mac/Linux/Steam Deck/iOS/iPadOS/Android builds I'm using Electron to package it (which has surprised me for how well it's working even though I always kind of hated Electron...)

I super appreciate this feedback and don't at all take it as overly negative.

I have gone back and forth on whether to describe how to use the tools or instead to explain goals. I get what you're saying and will give this more thought.

(And the fact remains that with this many tools, it's simply really challenging to explain it in a clear and elegant way on a small device.)

Once you "get it" and know how everything works, then I think it can work well...but for something this complex, the issue is definitely going to be onboarding.

Thanks - yeah this is a tricky problem since on the one hand I don't want to frustrate users not being able to pause/unpause but on the other hand I need to not let them unpause too soon and have the ship be in the wrong position.

Currently it should be blocking unpausing until step 7 or so... and it also should auto-pause once the ship reaches step 8(?). I did both of these things for the reason you're saying, but maybe I need to do it even more "locked down", at least for the Basic Tutorial.

Oh wow, guess this is getting auto-reposted! I posted it a while back to 0 upvotes...

Anyways, this project has been a blast to make especially with all the free and public domain resources that are out there on WW2 stuff.

A few fun examples that helped me:

- an original Torpedo Data Computer manual https://maritime.org/tech/tdc.php

- an original recognition book of Japanese merchant ships https://www.ibiblio.org/hyperwar/NHC/NewPDFs/USN/ONI%20Recog...

- an original report of the Battle of Leyte Gulf including a patrol zone map of US submarines on page 166 https://apps.dtic.mil/sti/tr/pdf/ADA003030.pdf

Working on a tactical map-based WW2 submarine simulator called Silent Shark. https://silentshark.app

Free beta version is running well ( https://silentshark.app/alpha ) and I plan on releasing the full WW2 campaign version on Steam, App Store, and Play Store in the next month or two.

It's been an absolute blast getting feedback from Navy geeks on Discord, tweaking things, and my favorite moment was when my stadimeter instrument (finds distance based on angle + mast height in the periscope) worked without any "cheating" on my side simply because math works.

I tried posting a warning to /r/fiverr but the admins removed the post. And the files are STILL public...how in the world is "sitting it out" their course of action?

Edit: I'm beginning to wonder if they might be locked out of their own site at this point. How hard could it be to just shut down the asset server until they get it sorted?