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naikrovek 5 days ago

I feel like everyone is trying to do things in the most inefficient way possible and it is starting to make me a little bit batty.

WASM is awesome, but if I'm reading this right, they're choosing not to write DLLs so that they can create WASM modules which are recompiled into DLLs prior to runtime.

I think our entire industry has taken banned-by-the-Geneva-Conventions, weapons-grade Stupid Pills.

The only reason I can think of to do this, is so that you can't have arbitrarily malevolent code running in the DLLs that mod authors write. But we can't run the whole game in a sandbox such as a VM because of Nvidia GPU licensing disallowing virtual GPUs in consumer grade GPUs.

If that's why this work is being done, some serious muscle needs to be used to twist Nvidias arm so that they stop being knobheads and start being part of the solution to security issues, instead of part of the problem.

If I pay for that GPU, I should be able to issue work to it however I please. I should be able to split it up among VMs all day long without concern for anything Nvidia wants.

Cieric 5 days ago | parent | next [-]

When the modding community is so heavily plagued with mods that are malicious in some way, I don't think having a modding api that can be safe by convention yet recompiled to be fast would be a bad idea. So while I'm not sure it was the smartest choice, it's not so inanely stupid as you seem to be putting it.

diggan 5 days ago | parent | next [-]

> When the modding community is so heavily plagued with mods that are malicious in some way

Is it? Granted, I'm a heavy mod user myself for various games, but only created mods myself for Cities Skylines and Cities Skylines 2 so I guess I know that ecosystem the best, and yes, there been a few cases of malicious mods, but "heavily plagued"? What ecosystem are you talking about?

Cieric 5 days ago | parent [-]

Most recently in my memory it's been minecraft. There was a wave of mods that were stealing things like discord access tokens, I don't have clear memory on all of the cases that I've been through, just that I always try and verify all mods I can now. I think I remember one for Lethal Company and looking online I'm seeing some referenced for Dota 2, Sims 4 and Slay the Spire.

Just learned Nexus mods is also pretty good about handling anything that's virus like, most of my modding experience has been external to that though.

Scramblejams 5 days ago | parent [-]

Yep, this really bums me out. Wanted to try plenty of Minecraft mods but never wanted to go to the trouble to set up a secure environment, so I never did either.

As an only-tangentially-related aside, the difficulty of making mods for Windows games work on Proton also bums me out.

I wish some kind of cross-platform, sandboxed modding ecosystem existed solving enough problems that most modders would prefer to use it. I'm not sure that's even possible, though.

naikrovek 5 days ago | parent | prev [-]

If you’re saying that there’s no other way to create a mod API with clear security boundaries, I disagree.

The mod API should not have to do this anyway. The OS should do this. It is beyond belief that most operating systems just allow programs to do anything they want simply because they’re being executed.

And if the OS can’t do this, you run in a VM which nvidia disallow you to do in a performant way.

Cieric 5 days ago | parent [-]

While I agree that it's not the best situation, (and I'm wholly against nvidia in this case.) And yeah this isn't about the mod-game api boundary, this is more about the mod-os boundary since that is harder to control against. WASM from my research so far doesn't allow any of that by default and it has to be passed through by the runtime. In this case it would be passed through to the retargeting compiler. This can give additional benefits like allowing mods on consoles in a more secure way and allowing for targeting the game to future cpu architectures without requiring all mods to recompile their code (not that I think the latter is a reason microsoft cares about.) But the idea of recompiling code when launching a game is already kind of standard on the gpu side of things.

spullara 5 days ago | parent | prev | next [-]

"The only reason I can think of to do this, is so that you can't have arbitrarily malevolent code running in the DLLs that mod authors write."

This is the only reason and you go on to show that it is a reasonable thing to do given the state of the world.

yellowapple 5 days ago | parent | next [-]

The other reason is that it allows these modules to be cross-platform, rather than being limited to Windows on x86-64. I doubt Microsoft cares much about other operating systems, but they do seem to care quite a bit about ARM.

jon-wood 4 days ago | parent | next [-]

Microsoft absolutely care about other operating systems, Flight Sim runs on Xbox (which is not quite Windows), and they've started releasing games on Playstation recently as well.

spullara 5 days ago | parent | prev [-]

No native support for fat binary dlls on Windows unlike Mac is kind of lame.

naikrovek 5 days ago | parent | prev [-]

What I said is a solution but it is in no way the best solution.

spullara 5 days ago | parent [-]

Absent fixing the vGPU problem (since Nvidia is unlikely to change their stance on this), what would be the best solution? WASM seems like a reasonable compromise to me.

naikrovek 4 days ago | parent [-]

the true fix here is to have an OS that doesn't let running code do anything it wants without at least asking for permission and then getting the OK from the user. MacOS doesn't allow that. Linux and Windows are much more what I'm talking about.

That's much harder than what Microsoft is doing in this situation, so I understand (kind of) why they're doing this.

Malware overall isn't going to get better, or become less of a problem; it's going to get worse. Every day that these things are delayed, the more damage is done by malware that runs before this kind of OS level security gets implemented.

If this were in place, we could run DLLs all day long and if one of them decides that it needs full disk access or superuser access, you can simply not allow it when prompted. Or, Microsoft could recognize that in the context of a game that this is never ok, and simply not show you the prompt to begin with.

But no, because the OS is so fucking stupid we all have to think about these things. The OS is supposed to handle this level of thing. The OS should run the applications I tell it to run, and protect me from them if they try anything stupid. The OS is supposed to sandbox applications and protect the rest of the system from any malevolence they may contain. Instead we have game teams innovating solutions like this, which are entirely unnecessary if the OS team would do their fucking jobs.

sorenjan 5 days ago | parent | prev | next [-]

Nvidia is supported on WSL2, which is a VM, so that shouldn't be the issue.

https://docs.nvidia.com/cuda/wsl-user-guide/index.html

naikrovek 4 days ago | parent [-]

WSL is a special case, the only case where this is allowed, to my understanding, outside of datacenter-class GPUs. Early in WSL2's life there was a special NVidia driver you had to download from Microsoft which allowed the GPU to be partitioned only by WSL. Now this functionality is built into the normal driver that NVidia distribute and doesn't require a special download.

Pannoniae 5 days ago | parent | prev [-]

you're being downvoted sadly, but you are 100% right ;)

long gone are the days of games with actual modding support (think of games like CS:1.6, half-life, civ4 where you had a dll src with the game)

the whole "mods can have malware" with them is just an overblown risk assessment, most people do the right thing. there's been like fewer than 10 malware incidents with minecraft modding over the years and most of it has been recently because trust in that modding community has basically evaporated.

it's a much better stance to just let mods do whatever and hold their authors accountable with their reputation. srsly.

NanoCoaster 4 days ago | parent [-]

> long gone are the days of games with actual modding support

I'll disagree here. Kerbal Space Program, Rimworld, Minecraft all have gigantic modding communities, just to name a few. There's many, many games like that. In the case of Rimworld, it's official support and in the case of Minecraft it might as well be at this point.

> where you had a dll src with the game

Agree :) But I don't see how that pertains to moddability in practice. In many cases, the existence of standardized modding APIs instead of everybody just poking around in the game's source is actually an upside, as it makes interoperability much easier.

I also agree with the malware side, at least for the time being. At some point, we'll probably have to deal with this and I don't mind starting the technical side now, but I don't subscribe to the idea that mods are riddled with malware.

Pannoniae 4 days ago | parent [-]

> Kerbal Space Program, Rimworld, Minecraft all have gigantic modding communities, just to name a few.

I see what you mean, but there's a reason why I said modding support. From these, only Rimworld really counts - KSP's modding is unofficial and without support from the developers, Minecraft modding is also unofficial (you still don't have code or an API, you have to decompile! you do have datapacks but those can't do shit compared to proper modding)

Point is, all of these have unofficial modding communities because they are written in managed languages which are easy to reverse. But they don't give you a modding API to target, they don't give you documentation and they don't give you a clean/stable API. Look at how much Minecraft mods break with every minor update, it's nowhere near "official support".

> In many cases, the existence of standardized modding APIs instead of everybody just poking around in the game's source is actually an upside, as it makes interoperability much easier.

You're right but that's mostly just a consequence of the time which has passed. We no longer load just one mod. But the old model does work perfectly here - even if the modding is just "here's the DLL, replace it", the community can easily build a modloader on it which does support multiple plugins.

> At some point, we'll probably have to deal with this and I don't mind starting the technical side now, but I don't subscribe to the idea that mods are riddled with malware.

Semi-agree, it is a risk and one which can definitely be a huge issue, but I'd say this is much more of a social issue than a technical one. All these "lock things down to ensure security" initiatives throw the baby out with the bathwater, they don't really allow for anything substantial or creative to be made. And that's a huge loss, a way bigger one than malware spreading for a few days before getting inevitably found out and removed.

this convo is funny considering I'm working on a blocky game similar to Minecraft and one of the big design principles I have on my mind is drastically lowering the bar of entry for creating stuff. Even if you can theoretically modify many things, most users won't go and whip out a development environment on a whim, they'll just give up.... there's a few things which can make it drastically easier for users to become tinkerers, one of them is a compiler included with the game. If something is in the files, people can play around with it without friction, even better if some samples are included. IMO the benefits way outweigh the costs.

NanoCoaster 4 days ago | parent [-]

> Minecraft modding is also unofficial (you still don't have code or an API, you have to decompile! you do have datapacks but those can't do shit compared to proper modding)

Not quite, I'm working on a Minecraft mod via Fabric at this time and you actually do just write code. You may want to decompile to look at the original code, but that takes one command, because people have already set up scripts to do all that. They also automatically apply source code mappings which give a lot of the decompiled code proper variable & function names.

Obviously, it's not official support and you're doing weird aspect oriented programming with what they call mixins, and its sorta hacky. But there's an API, it's just not made by Mojang. Which, honestly, may be a good thing lol

> Even if you can theoretically modify many things, most users won't go and whip out a development environment on a whim, they'll just give up

Yeah, absolutely. I was more talking about the state of modding and availability of mods in general, from a mod user perspective so to speak.

But I agree 100%. I'm fine with the ceremony, but the more people can get into modding easily, the better. To that point, I remember buying Crysis, poking around in the game file for fun and finding that they shipped the whole Cryengine level editor with the game and, what's really crazy, you were able to open the actual level files of the actual game with it.

That was mind-blowing to me. You could look at all the -horribly unmaintainable- visual scripts that defined enemy behavior - and change them. You could change the terrain. You could add the damn tornado they put in the game, which wasn't just a scripted sequence but actually hurled stuff around physically. And then you could...just play it, with your changes, right there.

Out of that grew a small, but fun modding scene with people building custom campaigns or just pretty-looking levels to walk around in (Strange Island, my beloved), considering the graphics of Crysis at the time. Also, my love of programming and tinkering with software pretty much started with this discovery :)

It's not quite the same as what you're describing, as they obviously didn't include the source for the engine itself, but I think it's still comparable to an extent.

So yeah, I'm with you on that. Do you have anything to share regarding your project? Sounds pretty interesting to me.

Pannoniae 4 days ago | parent [-]

> You may want to decompile to look at the original code, but that takes one command, because people have already set up scripts to do all that.

Yup, but it's very much not the same... you don't have the original documentation, you don't have the actual local variable names and stuff. And the build process is a mess, especially when you want to do cross-modloader mods. (or face users screaming at you for different modloader compatibility)

And you have two different sets of mappings too, alongside the 4 modloaders.

See this post for an example: https://emi.dev/blog/mappings-and-maven/

> Yeah, absolutely. I was more talking about the state of modding and availability of mods in general, from a mod user perspective so to speak.

Oh, from the users' perspective, it's quite a bit better. Except when your favourite mod doesn't work with the other mods. Or it's on a different modloader. But in something like KSP, it's fairly seamless, that's just a Minecraft problem.

> Also, my love of programming and tinkering with software pretty much started with this discovery :)

Yeah, this 100%. pretty much any game with easily accessible mod tools grows a modding scene around itself, just see CS or Portal custom maps, Paradox games, etc... and it's a good thing, many people get their love from that :)

> Do you have anything to share regarding your project? Sounds pretty interesting to me.

I'm pretty much making a retrofuturistic Minecraft-like. I loved the original beta versions which Notch made, but since he stopped developing it, all the soul has been gone from it, it just feels empty. Instead of adding random shit because it's cool, now it's replaced with traditional, polished but boring game design ;) I believe that it's possible to do better, add stuff like more emergent worldgen, even new dimensions, a bit deeper progression and random cool mechanics like playing sports or maybe even minigames.

In terms of modding, I favour a visible source model (it's on my github, my name's the same there), you can check it out if you want. Beware, it's not really playable yet, that's coming soon. The game's written in C#/.NET so it's kind of similar to Java in that regard.

Basically, I plan to make it so you'll have a fairly basic integrated modloader (load mods, maybe a few events) then the community can provide additional patches or hooks if needed. There will also be coremodding support (transforming the game dll before loading to add fields or completely rewrite classes) and I plan to ship Roslyn with the game so you can make plaintext .cs mods which are compiled on startup.

If people make something cool, I'm also open to adding it into the vanilla game (if they sign over the rights, etc.). I think that a huge part of Minecraft's success has been the strong community involvement - in 2010 that looked like posting and answering on Twitter because that was the new thing, today maybe it's Discord. Obviously, most games (including modern Minecraft!) do it only one way, there are the developers, and there are the players, the players play whatever the developers put out, and if the players complain too much, the developers might consider it. I think that it's possible to do better, although it definitely takes a degree of humility to pull it off.... especially if you're attached to something you've made. But I think it's possible, can't know if you don't try ;)

NanoCoaster 3 days ago | parent [-]

Sounds cool, I'll keep an eye on it :D