Indeed, why did they even bother with this half-measure in the first place?
I started playing Minecraft again recently and while it sounds like it’s the same artist, and it’s still somewhat contemplative, it’s not dissonant anymore.
https://www.loc.gov/static/programs/national-recording-prese...
> Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source.
https://web.archive.org/web/20100301103851/http://www.minecr...
Has that part ever happened?
Back then he couldn't have foreseen the size of the money printing factory that the game would become.
Since then they've made that back on game copies alone, and god only knows how much from movie/merch rights and microtransactions.
A lot of Qanon rants and other conspiracy things. Just goes to show you that some times it is best you don't get what you wish for.
The only time I encountered it was when I was working for the government, we were working on the rules that decide who gets audited in depth by the tax police. The .jar it compiled to was obfuscated.
Most of the stuff is like naming every method a or b, and using the fact they are overloaded, given one-letter-name or a reserved keyword like 'if' to classnames (or packages) was popular, too. Pretty much constant pool modifications w/o too much byte-code-editing.
Overall cheap and unnecessary and has not stopped anyone.
However the source information was always missing and strange in the logs making matching some messages difficult. Hopefully this will make more messages more unique so that I can easily match the ones I am interested in.
This has been a pain to workaround for years as the modding scene has gotten bigger. Hopefully this makes modding a bit more accessible.
You can, pretty much, get the Minecraft experience by downloading mods. Or just use the VoxeLibre game mod.
https://content.luanti.org/packages/Wuzzy/mineclone2/
The mods are written in lua and you can find the source code for most of them.
One I like is Zoonami which turns the experience into a Pokemon like game.
It differentiates between mods and games. A game changes the core game to be much more different, but sometimes a game is just a collection of some other mods.
https://content.luanti.org/packages/?type=game
Personally, I find it more fun to just go and click on about 6 to 8 mods that are interesting and see how the game goes.
https://content.luanti.org/packages/?type=mod
Some of my picks are...
https://content.luanti.org/packages/ElCeejo/animalia/
https://content.luanti.org/packages/random-wizard/gear_up/
If you remember entire contraptions of command blocks doing stuff like playing Pokemon Red in Minecraft or "one commands" that summoned an entire obelisk of command blocks, the introduction of datapacks pretty much replaced both of those.
Minecraft also has a plugin system based around JSON file datapacks, but it's a lot more limited. It's more at the level of scope of adding a few cool features to custom maps then completely modding the game.
- They left in the code debug features that they used to strip out.
- They left in the code their testing infrastructure that they used to strip out as well.
- They started making everything namespaced to differentiate contents between mods (like in this week's snapshot they made gamerules namespaced with the "minecraft:" prefix like items and blocks and whatnot)
- They are adding a lot more "building blocks" type features that both allow new /easier things in datapacks, and in mods as well.
Method patching with Mixins is less needed now because the game's internal APIs are more versatile than ever.
---
Edit: https://web.archive.org/web/20100708183651/http://notch.tumb...
I used to use prism launcher which would just give me a search box and It on the side would have things like modrinth / curseforge etc., Usually I preferred Modrinth but there were some modpacks just on curseforge only but I never really downloaded a shady modpack from some random website aside from these two, In fact sometimes I never opened up a website but just prismlauncher itself lol
That's not their main mean of distribution, most often those sites were just third parties unrelated to the mod authors that repackaged the mod and somehow got a better SEO. But TBF back in the days the UX/UI for installing mods was pretty terrible. Nowadays there are more standardized and moderated distribution websites from which you just download the .jar of the mod.
> And as far as I know there is no sandboxing at all in the game (uhm, no pun intended) so once installed the mod has full access to your computer?
This is totally true though.
1. Use MultiMC to manage instances with various mods, since mods are rarely compatible with each other, and since each version of a mod only is compatible with a single specific point release of the game itself.
Never download any EXE files to get a mod, that does sound sketch AF.
2. mods are always packaged for a particular Loader (some package for multiples and some require Forge, Fabric, or NeoForge), and MultiMC can install any of them into a given instance. Aside from different startup screens there seems to be no difference so idk why we need 3 different ones.
3. Curseforge's website and modrinth both seem to be legit places to get mods from. I personally find the installable Curseforge program itself to be bad and spammy, and would never use that, but the site still lets you directly download the jars you need, and lets you check "Dependencies" to find out what other mods you need.
One wonders why Mojang didn’t embed Lua or Python or something and instead hand-rolled an even shittier version of Bash. The only reason MC servers like Hypixel exist is because the community developed an API on top of the vanilla jar that makes plugin development easy. Even with that there is still no way for servers to run client-side code, severely limiting what you can do. They could’ve easily captured all of Roblox’s marketshare but just let that opportunity slip through their fingers. Through this and a series of other boneheaded decisions (huge breaking changes, changes to the base game, lack of optimization), they have seriously fractured their ecosystem:
- PvP is in 1.8 (a version from 2015) or sometimes even 1.7 (from 2013)
- Some technical Minecraft is latest, some is in 1.12 (from 2017)
- Adventure maps are latest version
- Casual players play Bedrock (an entirely different codebase!)
The words “stable API” have never been said in the Mojang offices. So the community made their own for different versions, servers use the Bukkit 1.8 API, client 1.8 mods use Forge, latest mods use Forge or Fabric. The deobfuscated names are of little utility because the old names are so well ingrained, and modders will also probably avoid them for legal reasons.
The devs also wrote a write-up here about how they handle the desyncs in netcode [1].
[1] https://medium.com/project-slippi/fighting-desyncs-in-melee-...
I get it, but in general I don't get the OO hate.
It's all about the problem domain imo. I can't imagine building something like a graphics framework without some subtyping.
Unfortunately, people often use crap examples for OO. The worst is probably employee, where employee and contractor are subtypes of worker, or some other chicanery like that.
Of course in the real world a person can be both employee and contractor at the same time, can flit between those roles and many others, can temporarily park a role (e.g sabbatical) and many other permutations, all while maintaining history and even allowing for corrections of said history.
It would be hard to find any domain less suited to OO that HR records. I think these terrible examples are a primary reason for some people believing that OO is useless or worse than useless.
I suspect many OOP haters have experienced what I'm currently experiencing, stateful objects for handing calculations that should be stateless, a confusing bag of methods that are sometimes hidden behind getters so you can't even easily tell where the computation is happening, etc
And then there's a reason they're teaching the "functional core, imperative shell" pattern.
It’s certainly possible to write good code in Java but it does still lend itself to abuse by the kind of person that treated Design Patterns as a Bible.
While React technically uses some OOP, in practice it's a pretty non-OOP way do UI. Same with e.g. ImGUI (C++), Clay (C). I suppose for the React case there's still an OOP thing called the DOM underneath, but that's pretty abstracted.
In practice most of the useful parts of OOP can be done with a "bag/record of functions". (Though not all. OCaml has some interesting stuff wrt. the FP+OOP combo which hasn't been done elsewhere, but that may just be because it wasn't ultimately all that useful.)
Most code bases don't need dynamically loaded objects designed with interfaces that can be swapped out. In fact, that functionality is nearly never useful. But that's how most people wrote Java code.
It was terrible and taught me to avoid applying for jobs that used Java.
I like OOP and often use it. But mostly just as an encapsulation of functionality, and I never use interfaces or the like.
I think people are still too ready to use massive, hulking frameworks for every little thing, of course, but the worst of the 'enterprise' stuff seems to have been banished.
As with everything, there isn't a golden rule to follow. Sometimes OO makes sense, sometimes it doesn't. I rarely use it, or abstractions in general, but there are some things where it's just the right fit.
This, this, this. So much this.
Back when I was in uni, Sun had donated basically an entire lab of those computers terminals that you used to sign in to with a smart card (I forgot the name). In exchange, the uni agreed to teach all classes related to programming in Java, and to have the professors certify in Java (never mind the fact that nobody ever used that laboratory because the lab techs had no idea how to work with those terminals).
As a result of this, every class from algorithms, to software architecture felt like like a Java cult indoctrination. One of the professors actually said C was dead because Java was clearly superior.
Even with non-obfuscated code, if you're working with a decompilation you don't get any of the accompanying code comments or documentation. The more abstractions are present, the harder it is to understand what's going on. And, the harder it is to figure out what code changes are needed to implement your desired feature.
C++ vtables are especially annoying. You can see the dispatch, but it's really hard to find the corresponding implementation from static analysis alone. If I had to choose between "no variable names" and "no vtables", I'd pick the latter.
It's the misuse of OO constructs that gives it a bad name, almost always that is inheritance being overused/misused. Encapsulation and modularity are important for larger code bases, and polymorphism is useful for making code simpler, smaller and more understandable.
Maybe the extra long names in java also don't help too, along with the overuse/forced use of patterns? At least it's not Hungarian notation.
According to the article, official mappings can be found here: https://piston-meta.mojang.com/mc/game/version_manifest_v2.j...
"hn$z" is a heck of a lot smaller than "tld.organization.product.domain.concern.ClassName"
It's the closest I've ever see to someone literally being one of the hackers from Matrix, literally staring at hexadecimal and changing chars one at a time
That's energy that could change the world if harnessed correctly.
before the judge would have to admit it was just coincident.
I guess Microsoft won't want to deal with the license issue of publishing the loader part.
Hell, they could even make it Open Source with a clause preventing other companies from using to code to make a profit. It's too big to fail.
Such a clause would immediately make it Source Available not Open Source.
Why did they keep it obfuscated for so long even after it became readily apparent that almost everyone buys Minecraft to (eventually) play the mods?
Why did they keep it obfuscated even though they acknowledged it didn't really stop modders (or anyone else) from understanding the program?
What occurred recently that caused them to change their mind?
Its great to make this step.
armchairhacker•10h ago
I think one of the reasons Vision Pro and metaverse have been struggling is because their engines are bad. Not just locked down, but hard to develop on (although I don't have personal experience, I've heard this about VR in general). If you want to build a community, you must make development easy for hobbyists and small users*. I believe this has held even for the biggest companies, case in point the examples above.
* Though you also need existing reputation, hence small companies struggle to build communities even with good engines.
bigyabai•9h ago
The lockdown is a big part of it, though. The industry has cross-platform VR/AR SDKs like OpenXR that Apple refuses to implement. A big reason their platform isn't supported day-and-date with multiplat VR releases is Apple's insistence on reinventing the wheel with every platform they make.
If the rumors of Valve's VR headset being able to run flatscreen games are true, it's more-or-less Game Over for the Vision Pro. The appetite for an iPad-like experience with six DOF is already handled by much cheaper machines.
armchairhacker•9h ago
Mr_Bees69•9h ago
jon-wood•9h ago
beeflet•9h ago
kg•9h ago
armchairhacker•8h ago
If they released a cheap or impressive enough VR headset, I doubt desktop or face-tracking would matter. But I think the next best thing, a decent headset with an open platform that enabled such things, would’ve saved them.
hnuser123456•7h ago
ehnto•24m ago
I am glad they don't, the headset should be a general computing device first and foremost, launching apps you choose to participate in.
rcxdude•1h ago
(Meta, I think, fails to understand that the people that most want a virtual space to interact with, to the point of putting up with the limitations of VR tech, mostly want to not look like regular people in that space, because they keep pushing a vision that seems to be a uniform 'normality' even more extreme than the real world)
ehnto•28m ago
The VRChat community should consider forming and funding an open source group to re-implement the platform as it will eventually get regulated.
For what it's worth I don't use VRChat, I've just been around the internet for long enough to know the pattern.
kragen•9h ago
tmtvl•7h ago
kragen•9h ago
shermantanktop•9h ago
kragen•9h ago
cubefox•8h ago
mikkupikku•8h ago
maeln•9h ago
Unity and UE have pretty good VR support nowadays, and even godot is getting there. Plus making a custom engine for VR was never that much harder than for a normal 3D game (well, once some API like OpenXR got normalized).
The big issue with VR right now is that it is more costly to develop for than normal apps and games, while having less user. It makes it a hard sell. For some indie dev, I allow them to profit from a market that is not yet saturated (right now, with no good marketing, you just get buried on steam, any app store, etc). There are many factors that make it more costly, like having to support several mobility and accessibility features for games (for example smooth and jump locomotion, reduce fov when moving the view, etc), that you usually don't have to care for in other plateform. And there is the issue of interactivity. UX (and in many ways UI) is still very far from ideal. Most VR apps and games just try things out, but there is still a world of pattern and good practice to build up. This makes using anything VR often an annoying experience. Especially since some issue can be an absolute no-go for some user. As an example, displaying subtitle in a 6dof environment can be tricky. Some game put it at a fix point of your view, which can cause nausea and readability problem, some move still follows the head/view but with a delay, which reduce nausea issue but can be distracting and also has readability issue (the subs can go out of view).
Nextgrid•3h ago
In a “free for all” setting, anyone (including kids) could potentially learn enough (or even just download pre-made scripts) and try their hand at modding software/games.
In a modern situation with developer registration, etc someone would need some sort of established identity, potentially going through age verification, paying some nominal fee for a license, accepting an EULA and so forth. This is a huge barrier to entry for kids/teenagers just wanting to tweak the game experience for themselves/their friends. I remember my first time trying to install Apache on Windows I guess around 2008-09, and the (very well-made!) install wizard asked me for a domain name. At the time I wasn’t aware of how DNS/etc worked and was scared to continue, thinking I would either take up some other company’s name or not being “allowed” to use a random name I’d pick and get myself/my parents in trouble.
All these “regulated” ecosystems make it scarier for well-meaning but inexperienced devs to get started, while doing little to deter dedicated attackers who know the game and know actual cybercrime enforcement is both lacking and trivial to defeat in any case.
The “free for all” environment made me the developer & sysadmin (or DevOps person as the techbros call it) I am today despite no formal training/education and I am sad to see this opportunity go for the younger generations.
astrobe_•9h ago
I believe though, that what you actually need as a big or small company, is good game first and foremost; the engine is secondary. When the community around a game reaches a critical mass, the very small percentage of its members who have the skills to modify things becomes significant as well.
For instance, Richard Burns Rally was not intended to be modded at all, yet the fans added new cars, new tracks, online scoreboards, etc.
In the Luanti [1] community (a voxel games engine/platform, designed to be moddable nearly from the start), one begins to see something similar as well: notable games gets mods, others don't (the former default game is a particular case; it is not exactly good but go tons of mods because of its status, and games based on it benefit from that ecosystem). Yet all use the same engine (perhaps Roblox is similar in that respect, I'm not sure if they have "reified" whole games like Luanti did).
[1] https://www.luanti.org/
Nition•7h ago
nkrisc•4h ago
What it did do right was be very open-ended and be conducive to modding, both of which were amplified by multiplayer capabilities.
I would wager that most of the fun players have had in Minecraft is from experiences that were built on top of Minecraft, not from the game’s own gameplay.
stronglikedan•8h ago
criddell•8h ago
cubefox•8h ago
> So one of the big efforts that we're making for Unreal Engine 6 is improving the networking model, where we both have servers supporting lots of players, but also the ability to seamlessly move players between servers and to enable all the servers in a data center or in multiple data centers, to talk to each other and coordinate a simulation of the scale of millions or in the future, perhaps even a billion concurrent players. That's got to be one of the goals of the technology. Otherwise, many genres of games just can never exist because the technology isn't there to support them. And further, we've seen massively multiplayer online games that have built parts of this kind of server technology. They've done it by imposing enormous costs on every programmer who writes code for the system. As a programmer you would write your code twice, one version for doing the thing locally when the player's on your server and another for negotiating across the network when the player's on another server. Every interaction in the game devolves into this complicated networking protocol every programmer has to make work. And when they have any bugs, you see item duplication bugs and cheating and all kinds of exploits. Our aim is to build a networking model that retains the really simple Verse programming model that we have in Fortnite today using technology that was made practical in the early 2000's by Simon Marlow, Simon Peyton Jones and others called Software Transactional Memory.
mminer237•8h ago
jjmarr•8h ago
In 2006, I could download the Roblox app and bam, I would play thousands of 3D multiplayer games for free that loaded near instantly. With fully destructible buildings and dynamic terrain. Somehow I didn't get viruses from remote code execution.
That was groundbreaking at the time. In that era, I'd have to download Steam, buy individual games like Counterstrike, and the wackiest thing would be the "surf" gamemode. Most games I'd buy on CDs. I certainly couldn't knock down entire buildings with grenades.
If you contrast with Second Life/Habbo Hotel, you could walk around and talk to people I guess?
The community that spring up around it eventually carried it into total dominance of gaming for American children, but the basic parts of the engine like "click button, load into game, blow stuff up" were a decade ahead of the curve.
Also Blockland cost money, Roblox was free.
Sweepi•7h ago
> In that era, I'd have to download Steam, buy individual games like Counterstrike, and the wackiest thing would be the "surf" gamemode.
You could also play any Source mod. Also WC3 maps were insane at the time.
jjmarr•4h ago
To give an example, Roblox added user-created cosmetic t-shirts as a way to monetize the platform. Developers immediately scripted their games to recognize special "VIP t-shirts" that would provide in-game benefits. And quickly created idle games called "tycoons" where you could wait 2 hours to accumulate money to buy a fortress, or buy the t-shirt to skip all that.
I don't think there were any modding systems with mtx support.
skeaker•6h ago
ehnto•35m ago
It's challenging to get networking right, and the effort required doesn't get all that much smaller just because your game is smaller.
Most engines do come with a networking framework or layer these days but Roblox gets to assume a bunch of things an engine can't, and as such provide a complete solution out of the box.
jjmarr•6m ago
Everything was replicated in the client and server. So you could open Cheat Engine, modify your total $$$ on the client, and it would propagate to the server and everyone else playing.
They only fixed this in 2014 with FilteringEnabled/RemoteFunctions but that was opt-in until 2018 and fully rolled out in 2021 (breaking most classic Roblox games). This also made games much harder to develop.
throwaway89201•5h ago
It's interesting that you chose Counter-Strike as an example, as that is a Half Life mod itself, and by 2006 there was a large ecosystem [1] of Half Life modifications using Metamod and AMX Mod (X). The last one in a weird C-like language called Small or Pawn, which was my first programming language that I made serious programs with.
Especially the War3FT mod where users gained server-bound XP in combination with a reserved slots plugins which allowed top-XP users to join a full server really created a tight community of players on my tiny DSL home-hosted server.
[1] https://www.amxmodx.org/compiler.php?mod=1&cat=0&plugin=&aut...
kvam•8h ago
Diverging even slightly from the demo use case would quickly feel like Sisyphus; so close, but never succeeding in getting over the hill.
Good for marketing in certain cases (to be the first), but bad for the community of builders
YesBox•7h ago
I dont think I am alone in saying this. IIRC the game was making millions while still in alpha.
joemi•4h ago
pugworthy•7h ago
bsimpson•7h ago
Curious to know to what degree the "Creative" maps have fueled Fortnite's success as opposed to the 1st and 2nd party developed experiences.
haunter•6h ago
To me an interesting thing when a game succedes despite its community. As if people can endure a lot of toxicity as long as the game is good