3rodents
10 hours ago
For those unfamiliar, the studio behind S&box is Facepunch, creators of Garry's Mod and Rust. Facepunch as a company doesn't get much attention but they're wildly successful. Started as just some guy in a bedroom, now ~$100m/year in revenue (all via Steam), $100m in the bank, ~100 employees and almost entirely a company of game developers (maybe 20% of employees are administrative staff). Still owned and ran by the founder, Garry. S&box (and Garry's Mod and Rust) is pure game developers making things they want to make.
rootlocus
9 hours ago
Oooo, I remember Garry Newman! I found his UI library GWEN (GUI Without Extravagant Nonsense) when I was still in uni and working on my game engine. It's been abandoned for 9 years now, nice to see he's still working on cool tech.
Rohansi
9 hours ago
He also made the UI framework used by S&box. It's based on HTML/CSS + Razor but is not rendered with a browser.
adito
8 hours ago
Oh, you mean Rust (the game[1]), not Rust (programming language[2]).
Unai
7 hours ago
I occasionally play Rust but I've never written a line of Rust, so almost everyday I do a double-take when reading HN. So its pretty amusing to see HN be the one getting mixed up for a change.
stevefan1999
5 hours ago
As someone who both plays the game and used the language at work, and used to do cheat development, I always wonder if I can write a Rust cheat in Rust.
steveklabnik
5 hours ago
I ran a Rust server on an Oxide rack for me and some friends one weekend.
raincole
9 hours ago
Isn't Rust Unity-based? Was he just too fed up with Unity and decided to roll his own engine?
hnuser123456
8 hours ago
S&box was based on UnrealEngine 4 until late 2020. I think Garry wanted to use the latest and greatest engine, then Valve continued to be friendly with him, and even though Valve wanted Source2 to be a VR platform, it was clear desktop was going to remain relevant, but the content creation tools on SteamVR Environments were a cut-down version of what was actually used to make Half-Life Alyx, but they gave Garry all the tools, and he moved to Source2, and built a .net "framework" to make it faster to develop and iterate in Source2. So Garry's tools are now an open version of the closed tools that Valve didn't want to release that they used to make Alyx.
Finally there's another serious competitor to UE and Unity.
russelg
6 hours ago
>even though Valve wanted Source2 to be a VR platform
I don't think this is true. The first Source2 game "released" was Dota 2, and currently it's used for CS2 and Deadlock as well.
hnuser123456
6 hours ago
Fair point. Maybe I should've said SteamVR environments instead, it never took off like SourceSDK did, partially due to incomplete tools. SteamVR as a whole is very healthy though.
enbugger
8 hours ago
Yet another one. Along with Stride, Godot, Unigine, O3DE, Flax and tens more. All look like they just want be clone of UE: generic dark UI with inspector, scene hierarchy, asset browser in the bottom and play button in the top. Zero creativity and innovation. Where's Emacs or Vim of game engines which brings its own unique philosophy?
wvbdmp
8 hours ago
I don’t understand this take. The abundance of game engines has never been greater, both open and proprietary. As has the abundance of indie games. Some people make a distinction between more batteries-included engines with editors etc. and “game frameworks”, which are supposedly more bare-bones libraries such as Bevy or Babylon.js. Maybe that’s what you’re after?
lukan
8 hours ago
"Where's Emacs or Vim of game engines which brings its own unique philosophy?"
All forgotten in obscurity.
When making a game, people are usually not so much interested in the philosophy of their tools, but shipping things with it as soon as possible.
That means working as expected.
enbugger
7 hours ago
And then the forums and subreddits are flooded with miserable folks complaining about how destructive, inextensible and unpleasant to use those experiences are. This is not the problem of UI in engines itself, it's problem of how long it takes to bring it to acceptable state with all those moving parts. For UE, Unity and Blender it took decades.
jazzyjackson
8 hours ago
I would suppose anyone being creative and innovative with their game engines are happily using their creation without trying to turn it into a community or business model to the point where you would have heard of it.
Fnoord
4 hours ago
wasd is that, and then 1-9 (tho 9 and such is hard to reach) for the weapons/spells/tools, with keys near wasd for other binds, and the mouse for free look, autorun, shoot, and alt with scrollwheel for swapping weapon, too. This way, you use practically only the left side of the keyboard, but that is because keyboards aren't even an ideal input device for gaming. Something like an Azeron device (think: Orbweaver) would be far better.
BG3 has F5 for quick save and F8 for quick restore. Like the old ways.
As for game engine, who cares how things look in-game? Just make it theme-able and mod-able. Cheaters gonna cheat anyway, no way to hold that back on the client-side.
aDyslecticCrow
8 hours ago
Who cares about the UI. A game engine is the library code needed to make games, not the editor UI. Just use vim to edit your files if that's what you want.
knollimar
4 hours ago
Not all game files are text and the non-text parts massively benefit from good UI.
lelandbatey
8 hours ago
Complaining about the UI color and button layout of an game _engine_ is a bit like comparing aircraft carriers by the color of the rug in the control room. What about the built-in tools for organizing and connecting assets, format support, how user input is handled, the batteries-included ways to model game state, and all the ways of interconnecting all those things in the code the engine provides? Does anyone have interesting comparisons/notes around those subjects as it relates to the S&box engine?
potatoman22
9 hours ago
I'd guess S&box is more an extension of Garry's Mod rather than a reaction to Unity
echelon
9 hours ago
That's an amazing story.
I really like all the cultural oddities that Garry's Mod spawned. All of the indie animation. It was a big piece of machinima / virtual filmmaking / YouTube history and absolutely paved the way for VTubing and Unreal Engine in film.
Any idea if Facepunch or Valve retain rights to "Skibidi Toilet"?
ValveFan6969
22 minutes ago
Skibidi Toilet was made in Source Filmmaker.
lookingdesk
3 hours ago
The Hollywood development company that bought the rights to Skibidi and are developing it filed a DMCA strike against Garry's Mod. It got resolved, but no one involved is talking.
Fabricio20
2 hours ago
Additionally, news came out today that the original creator has lost creative rights to Invisible Narratives. It's looking quite grim all around.
echelon
2 hours ago
Oh no. I just read up on this, it sounds awful.
https://www.thegamer.com/skibidi-toilet-creator-legal-disput...