| ▲ | duped 9 days ago |
| Genuinely curious - what third party closed source dependencies are they using? Like what is their purpose? |
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| ▲ | dijit 9 days ago | parent | next [-] |
| Audio subsystems (wwise, fmod). Physics subsystems (havok, ISI). Procedural systems (Gaea, Houdini) Vegetation (Speedtree) VFX subsystems (Nvidia Gameworks) First party SDKs (Sony Playstation, Microsoft NDK, Horizon/Quest). Pathfinding (Kytheria, Mercuna) Cutscenes/Videos (Bink) UI (Rive, Neosis) Networking (Photon, Coherence) Theres… thousands more, if you’d like me to continue. |
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| ▲ | duped 9 days ago | parent [-] | | On the web backend? | | |
| ▲ | dijit 9 days ago | parent [-] | | The backend isn’t web technologies. | | |
| ▲ | duped 9 days ago | parent [-] | | I mean it absolutely is, but that's not an answer to the question. | | |
| ▲ | dijit 9 days ago | parent [-] | | Of the 7 AAA games I’ve been part of making, not a single one used HTTP (well, not as a primary driver of anything), HTML, CSS or anything that could be construed as a “web technology” so, what are you talking about please? | | |
| ▲ | duped 9 days ago | parent [-] | | s/web/networked computers/g What I'm saying is you have programs running on user machines, and programs running on your machines. There's an interface between those two over a network. There's a problem that consumers face today where they pay to play games that are not functional without data flowing over that interface. There's a claim that implementing the backend side of that interface is so complex and impossible or too difficult/time consuming/etc to design in a way without 3rd party dependencies. I'm asking: what are those 3rd party libraries doing? And why can't you design server APIs and client code in a way to provide a different backend if consumers need to do it themselves when you stop supporting the game? | | |
| ▲ | dijit 9 days ago | parent [-] | | idk, lets use things you know. Why do you use Ruby on Rails, why not rewrite it so you can release it without relyig on that? | | |
| ▲ | duped 9 days ago | parent [-] | | I'm not interested in hypotheticals. In AAA games that you have worked on, concretely what 3rd party code did your servers rely on that would prevent you from distributing either the server itself or sufficient description of the servers' behavior to allow a reimplementation? And even if we're talking hypotheticals: stupid example. I haven't worked on a backend where the actual server infrastructure wasn't open source, trivial to open source because it was first party, or irrelevant because the only thing that matters would be the API and protocols, which again, trivial to make open. | | |
| ▲ | dijit 9 days ago | parent [-] | | I don’t care. Get a job in industry and see for yourself. I’m not going to break confidentially to sate your ignorance. | | |
| ▲ | duped 9 days ago | parent [-] | | I'm actively trying to remove my own ignorance of the domain which is why I posed the question! You're not breaking confidentiality by saying "I need X to solve Y problem which is offered by Z and we can't expose even the application layer interfaces." Right now it sounds like you don't have an answer, or even understand the question. Getting all defensive and not answering it doesn't really help your industry's case here. | | |
| ▲ | dijit 8 days ago | parent [-] | | So when you told me that games use web tech on the backend, that was you getting rid of your ignorance? Ok, lets talk about the kinds of things we need. Networks have latency, so we need to smooth/correct for that. Our connections need to be authenticated, so we need middleware to handle tokens, because we don’t hand-roll that. On a binary protocol. Our physics engines are complicated: we don’t usually write our own from scratch; and the server needs physics to simulate the world. Shall I continue? |
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| ▲ | mvdtnz 9 days ago | parent | prev | next [-] |
| Web servers, message brokers, physics engines, anti cheat, fraud detection, flood mitigation, ranking systems, chat moderation, match making systems. There are thousands of possible components which may have been licensed in any given game server system. In some cases the entire game engine runs on the server. |
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| ▲ | duped 9 days ago | parent [-] | | I guess what surprises me here is how much of this is 3p code that couldn't possibly be distributed. Like why would you not be using an open source web server, or widely available message broker? Things like chat moderation/match making/anti cheat/etc seem like add on services that would be implemented per game (well, maybe not match making) and aren't relevant to the problem that the "stop killing games" people are trying to solve. | | |
| ▲ | mvdtnz 9 days ago | parent [-] | | Frankly it's none of your business why, and it's completely irrelevant. The fact is that this 3p code exists and this law needs to account for it or it's unworkable. | | |
| ▲ | duped 9 days ago | parent [-] | | This is kind of needless aggression that doesn't help non domain experts understand. I've worked on a lot of complicated and deeply optimized networked applications. They're almost all closed source. I know exactly how I would design a system to support these kinds of initiatives. What I'm curious about is why that's impossible for game developers, because either I'm missing something, or game developers are just bad at software design. | | |
| ▲ | skotobaza 7 days ago | parent | next [-] | | >either I'm missing something, or game developers are just bad at software design Usually the latter, not just game devs themselves, but also infrastructure devs. | |
| ▲ | simbosambo 9 days ago | parent | prev [-] | | [dead] |
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| ▲ | TylerE 9 days ago | parent | prev [-] |
| A very large percentage of multiplayer games keep the backend in an MS SQL or Oracle cluster. |
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| ▲ | duped 9 days ago | parent [-] | | Sure but you don't link in Oracle/MS's database cluster orchestrators to your server, right? | | |
| ▲ | TylerE 9 days ago | parent [-] | | THat really depends on how you define "the server",doesn't it? The intent of the bill seems to be a thing that actually play that game. | | |
| ▲ | duped 9 days ago | parent [-] | | The "server" being the computer program not running on a user device. The intent of the initiative is to allow people to substitute or replace that program to allow the game to continue to function even if the original publisher/developer disables access to it. It's pretty obvious to me as a gamer and engineer what the intent and design constraints are here, so I'm just wondering what makes this seem impossible? |
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