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.
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.
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.
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.
The origin story of Rust is classic: they got tired of Day Z and wanted to make it better, so they hired some random contractor to copy Day Z with elements of Fortnite and Minecraft, the developer complains that he's entitled to more money from the success of the game, lawsuit follows, and then Facepunch supposedly claims the original version was so buggy they have to rewrite the whole thing from scratch. Unclear if they were just trying to start fresh so the lawsuit wouldn't follow them forever, but it started out as just a clone of another game and they turned it into a hugely successful business (and an incredible game). Most games have a short shelf life, but I've watched at least over the past 4-ish years, and the rate that they continue to push changes is impressive.
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"?
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.
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.
S&box was initially developed on top of Unreal Engine, but in a backend-agnostic design. It's more like a framework/runtime meant to be portable to any backend engine. Once Source 2 released, S&box was ported to that.
I wouldn't call it an engine because of that. S&box is open source, but you can't run it without a closed-source backend.
Valve isn't keen on releasing Source 2 as widely as Source, and I feel like soon, S&box will be declared the official API interface for the engine, while the backend remains unstable. Kinda like Win32 vs NT.
i miss the old facepunch. on gmod i have a couple dozen IP mods. on s&box i made call of duty zombies gamemode and was perma banned. all cause they can make more money, but they forget mods like that is why their games are popular
This is cool, though I'm reluctant to give praise when they have been so weird with Linux support on their games.
It was annoying after buying Rust to learn that you can't play on official servers on Linux. The game runs fine on Linux, the devs just don't allow it.
They're pretty upfront about the reason - their anticheat supports Linux, but enabling it would make it much easier to cheat because it's not nearly as effective on there, and they decided the cons outweigh the pros.
Apex Legends went through the same issue when they enabled Linux support, cheaters swarmed to Linux en-masse because it was so trivial to evade detection even with free/public cheats, and after a year or so the devs threw in the towel and blocked Linux again.
They're not doing this out of spite, they'd be happy to take your money if there were no downside, but unfortunately it is a trade-off for games which are sensitive to being ruined by cheaters. At least for now.
Yeah I'd say it's not accurate to say it's the same anticheat. Only the same name. It's like saying Excel supports iPad. Except Excel on iPad doesn't support VBA, so any more complicated spreadsheet will not work.
I don't think cheaters are swarming to Linux, but part of the issue with Apex Legends is that Linux support is done through Proton, through the Windows version of the game, because there no Linux version of Apex Legends. So now you've got a backdoor for everyone on Windows to run the less secure anticheat.
Solvable maybe by having a separate Linux version of the game, but that's also more supported needed.
Anticheat has to stop being hostile and move to zero trust client server models. Stop giving clients enough data to snipe players across the map. We can probably get someone smart enough to write an model to overlord the server and realize when someone is wall hacking or moving faster than they should be able to pretty easy - we have the compute these days.
Something has to change to move away from these rootkit antivirus like apps looking for exploits.
Hope that never changes. Linux has enough problems without invasive kernel mode anticheat malware trying to install itself on our systems.
It was bad enough that we had to put up with nvidia's proprietary nonsense if we wanted hardware acceleration. Things have finally started to improve. They have finally started open sourcing things. Now that things are finally getting better this anticheat nonsense shows up. You gotta be kidding me.
Nobody needs a bunch of game companies feeling entitled to full access to our computers. You'd have to be nuts to let game companies run ring zero code on your system. You want their nonsense absolutely contained and isolated, not deep in your kernel.
Here's a thought: they don't own our computers, we do. We own the CPU. We own the RAM. We own the motherboard. If we want to edit their game's memory while its running, it's our god given right as the owners of the machine the game is running on. Any attempt to stop us from doing so is an affront to our freedom. The mere attempt to do so with "anticheating" kernel malware is offensive. The audacity.
Cheating at video games is an exercise in computer freedom. I realize I'm defending scoundrels here and it doesn't matter in the slightest. Our computing freedom is orders of magnitude more important than video games. I want them to suck it up and accept it. That is the price of freedom. If they want to be on Linux, it should be on our terms.
Don't care about this ideological stuff? Here's the sort of risk you're accepting when you opt into this bullshit:
Corporation thinks its the FBI and starts shipping a browser stealer to users to "catch pirates". Bonus points for exfiltrating the data on an unencrypted channel!
> The game runs fine on Linux, the devs just don't allow it.
The native Linux build never worked that well. Something was always broken because Unity's Linux support is/was spotty. Upgrading Unity versions would break random things.
Anticheat is the issue holding back Proton support, though.
I've been following S&box for probably over 10 years at this point. It's been obvious for the last 5+ years that the vision isn't "Garry's Mod 2" anymore but maybe something else, like a Roblox-like metaverse. I'm unsure where this project is going but they seem to have smart developers and a lot of passion so hopefully it works out.
I would caution Facepunch though that what made their past games a success wasn't perfection. In the case of Gmod I would actually say imperfection was the charm.
>Obviously this isn't the Source 2 code, that's up to Valve to open source if they want.
Does this mean you need Source 2 to develop with S&box?
Rust has so many compelling features as a game. It was the first game where I felt like I thought about it while I wasn't playing it, because your character remains "in the game" and your base can be raided even if you log off. I don't play a ton of online games, but that was a very new and different concept when I first discovered Rust.
The game reminds me of sitting down at a poker table in a casino. It's very unforgiving - you grind, invest a lot of time, and make calculated bets as to whether you can win or lose a raid, but you can instantly lose everything in a failed raid.
I wish someone would make a browser-based version that was fun to play, and I've thought about it for some time, but the struggle is scoping an MVP that is as compelling given the constraints (eg a 2d or top-down version makes it harder to do things like build multi-story buildings and raid them).
> Does this mean you need Source 2 to develop with S&box?
Maybe I'm wrong, but S&box is essentially a game developed with Source 2, thats purpose is to expose internal APIs and wrap them for users to build their own games with. So you develop your thing in S&box that happens to be made with Source 2, but you don't care about that. Basically Roblox.
That's pretty shaky ground too, even if you can overlook the foundation being closed source, Valve aren't really known for supporting their engines very well beyond their own internal needs. They're not trying to be Epic or Unity.
The most obvious aspect to that is that Source 2 doesn't support consoles. Valve don't need it, so they didn't implement it.
> Valve aren't really known for supporting their engines very well beyond their own internal needs.
Valve has a long history of supporting the modding community and outside users of Source, not sure where you're getting your information from but I don't think they've worked with the Source engine before. One of the biggest and most popular mods of all time was built on Source, and took the world by storm, with pretty big support by Valve through the years as well. Eventually they even bought the whole IP.
It feels like Valve's management changed a few years (decade?) ago. I remember when they were still shipping SDKs and proper mod support, even for their multiplayer games. Today they are just killing everything that could divert revenue from their cash cow CS2 and shipping a half baked js-based scripting engine for their maps. (And in the meanwhile they kill fan projects like CS:Legacy, which is a whole game and not even a mod, with their army of lawyers. I don't think stuff like this would have happened 13+ years ago).
I really struggle to wrap my head around how this engine works. I haven’t used it, but I have experience with Source 1 and its systems and I imagine Source 2 is an extrapolation of that. But I really can’t wrap my head around how they’ve turned it into a scene-based game engine when Source 2 is map-based, how they’ve managed to build a completely different editor that still leverages Hammer maps somehow, and all the other stuff.
I've never tried s&box but Source 2 did overhaul the map and asset pipeline quite a bit, everything's a plain mesh instead of BSP and maps are also regular .dmx files, so I'd imagine it's slightly easier to build tools that work on top of it
[1] https://github.com/garrynewman/GWEN
https://sbox.game/dev/doc/systems/ui/razor-panels/
[1]: https://store.steampowered.com/app/252490/Rust/
[2]: https://rust-lang.org/
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"?
Finally there's another serious competitor to UE and Unity.
S&box was initially developed on top of Unreal Engine, but in a backend-agnostic design. It's more like a framework/runtime meant to be portable to any backend engine. Once Source 2 released, S&box was ported to that.
I wouldn't call it an engine because of that. S&box is open source, but you can't run it without a closed-source backend.
Valve isn't keen on releasing Source 2 as widely as Source, and I feel like soon, S&box will be declared the official API interface for the engine, while the backend remains unstable. Kinda like Win32 vs NT.
It was annoying after buying Rust to learn that you can't play on official servers on Linux. The game runs fine on Linux, the devs just don't allow it.
https://www.pcgamer.com/games/survival-crafting/rust-develop...
Apex Legends went through the same issue when they enabled Linux support, cheaters swarmed to Linux en-masse because it was so trivial to evade detection even with free/public cheats, and after a year or so the devs threw in the towel and blocked Linux again.
They're not doing this out of spite, they'd be happy to take your money if there were no downside, but unfortunately it is a trade-off for games which are sensitive to being ruined by cheaters. At least for now.
I don't think cheaters are swarming to Linux, but part of the issue with Apex Legends is that Linux support is done through Proton, through the Windows version of the game, because there no Linux version of Apex Legends. So now you've got a backdoor for everyone on Windows to run the less secure anticheat.
Solvable maybe by having a separate Linux version of the game, but that's also more supported needed.
Something has to change to move away from these rootkit antivirus like apps looking for exploits.
It was bad enough that we had to put up with nvidia's proprietary nonsense if we wanted hardware acceleration. Things have finally started to improve. They have finally started open sourcing things. Now that things are finally getting better this anticheat nonsense shows up. You gotta be kidding me.
Nobody needs a bunch of game companies feeling entitled to full access to our computers. You'd have to be nuts to let game companies run ring zero code on your system. You want their nonsense absolutely contained and isolated, not deep in your kernel.
Here's a thought: they don't own our computers, we do. We own the CPU. We own the RAM. We own the motherboard. If we want to edit their game's memory while its running, it's our god given right as the owners of the machine the game is running on. Any attempt to stop us from doing so is an affront to our freedom. The mere attempt to do so with "anticheating" kernel malware is offensive. The audacity.
Cheating at video games is an exercise in computer freedom. I realize I'm defending scoundrels here and it doesn't matter in the slightest. Our computing freedom is orders of magnitude more important than video games. I want them to suck it up and accept it. That is the price of freedom. If they want to be on Linux, it should be on our terms.
Don't care about this ideological stuff? Here's the sort of risk you're accepting when you opt into this bullshit:
https://www.vice.com/en/article/fs-labs-flight-simulator-pas...
Corporation thinks its the FBI and starts shipping a browser stealer to users to "catch pirates". Bonus points for exfiltrating the data on an unencrypted channel!
https://old.reddit.com/r/Asmongold/comments/1cibw9r/valorant...
https://www.unknowncheats.me/forum/anti-cheat-bypass/634974-...
Screenshots your screen and exfiltrates it to their servers.
https://www.theregister.com/2016/09/23/capcom_street_fighter...
https://twitter.com/TheWack0lian/status/779397840762245124
https://fuzzysecurity.com/tutorials/28.html
https://github.com/FuzzySecurity/Capcom-Rootkit
A literal privilege escalation as a service "anticheat" driver!
Game companies give negative amounts of shit. If you trust them you're out of your mind.
The native Linux build never worked that well. Something was always broken because Unity's Linux support is/was spotty. Upgrading Unity versions would break random things.
Anticheat is the issue holding back Proton support, though.
It just seemed like a public diary. And a place to vent about dev,life,w/e. He seems to be unapologetic-ally himself.
Although I was pretty sure there used to be more posts (although maybe I'm conflating his posts there with his contributions to his old forums.)
https://garry.net/posts/
I would caution Facepunch though that what made their past games a success wasn't perfection. In the case of Gmod I would actually say imperfection was the charm.
>Obviously this isn't the Source 2 code, that's up to Valve to open source if they want.
Does this mean you need Source 2 to develop with S&box?
The game reminds me of sitting down at a poker table in a casino. It's very unforgiving - you grind, invest a lot of time, and make calculated bets as to whether you can win or lose a raid, but you can instantly lose everything in a failed raid.
I wish someone would make a browser-based version that was fun to play, and I've thought about it for some time, but the struggle is scoping an MVP that is as compelling given the constraints (eg a 2d or top-down version makes it harder to do things like build multi-story buildings and raid them).
Maybe I'm wrong, but S&box is essentially a game developed with Source 2, thats purpose is to expose internal APIs and wrap them for users to build their own games with. So you develop your thing in S&box that happens to be made with Source 2, but you don't care about that. Basically Roblox.
The most obvious aspect to that is that Source 2 doesn't support consoles. Valve don't need it, so they didn't implement it.
Valve has a long history of supporting the modding community and outside users of Source, not sure where you're getting your information from but I don't think they've worked with the Source engine before. One of the biggest and most popular mods of all time was built on Source, and took the world by storm, with pretty big support by Valve through the years as well. Eventually they even bought the whole IP.
They don't need to. S&box uses a fork of Source 2 that is maintained by Facepunch, with Valve's upstream changes merged in as needed.
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Log.Error( "Fucked" );
https://arstechnica.com/science/2023/03/is-code-that-contain...