Valve officially released the 2013 Source SDK codebase for Team Fortress 2, including the game's client and server code. This release does not include third-party code or game assets like models, textures, or audio. While it's not the latest version of the game's code, it represents a significant official release of the engine and game logic previously only available through leaks. This allows modders and community members to more easily study, modify, and build upon the TF2 codebase.
"The Deck" is an open-source, cross-platform card game engine built using Flutter. It provides a framework for developers to create and deploy their own digital card games across various platforms, including desktop, mobile, and web. The engine offers features such as networking for multiplayer gameplay, a customizable UI system for designing card visuals and game boards, and a scripting system using Lua for defining game logic and rules. This allows developers to focus on the unique aspects of their game design rather than the underlying technical implementation, accelerating development time and facilitating rapid prototyping. The project aims to be a versatile and accessible tool for both hobbyist and professional game developers.
Hacker News users generally expressed positive interest in The Deck, praising its cross-platform compatibility via Flutter, open-source nature, and potential for customization. Some questioned the long-term viability of maintaining such a project, and the choice of Flutter for a game engine. Several commenters suggested alternative technologies or approaches, such as Godot, Bevy, or a web-based implementation. A few users shared their own experiences with game development in Flutter, offering both encouragement and cautionary tales about performance and complexity. There was a brief discussion around monetization strategies and the difficulty of standing out in the crowded mobile gaming market.
Driven by a desire to learn networking and improve his Common Lisp skills, the author embarked on creating a multiplayer shooter game. He chose the relatively low-level Hunchentoot web server, using WebSockets for communication and opted for a client-server architecture over peer-to-peer for simplicity. Development involved tackling challenges like client-side prediction, interpolation, and hit detection while managing the complexities of game state synchronization. The project, though rudimentary graphically, provided valuable experience in game networking and solidified his appreciation for Lisp's flexibility and the power of its ecosystem. The final product is functional, allowing multiple players to connect, move, and shoot each other in a simple 2D arena.
HN users largely praised the author's work on the Lisp shooter game, calling it "impressive" and "inspiring." Several commenters focused on the choice of Lisp, some expressing surprise at its suitability for game development while others affirmed its capabilities, particularly Common Lisp's performance. Discussion arose around web game development technologies, including the use of WebSockets and client-side rendering with PixiJS. Some users inquired about the networking model and server architecture. Others highlighted the clear and well-written nature of the accompanying blog post, appreciating the author's breakdown of the development process. A few commenters offered constructive criticism, suggesting improvements like mobile support. The general sentiment leaned towards encouragement and appreciation for the author's technical achievement and willingness to share their experience.
Bearings Only is a browser-based submarine combat game focusing on sonar and deduction. Players listen for enemy submarines using a hydrophone, plotting their movements on a grid based on bearing and changes in sound. The game emphasizes strategic thinking and careful analysis over fast-paced action, challenging players to outwit their opponents through cunning and calculated positioning rather than direct confrontation. It features minimalist graphics and a focus on immersive audio.
HN commenters generally praised the game's simple yet engaging gameplay, clean UI, and overall polish. Several appreciated the strategic depth despite the minimalist presentation, with one noting it felt like a more accessible version of Cold Waters. Others suggested potential improvements, such as adding sound effects, varying submarine types, and incorporating a tutorial or clearer instructions. Some discussed the realism of certain mechanics, like the sonar detection model, while others simply enjoyed the nostalgic vibes reminiscent of classic browser games. A few users also encountered minor bugs, including difficulty selecting targets on certain browsers.
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https://news.ycombinator.com/item?id=43094260
Hacker News users discussed the implications of Valve releasing the Team Fortress 2 2013 Source SDK code. Several commenters expressed skepticism that this release would significantly impact the cheating problem in TF2, arguing that cheat developers already had access to, or had reverse-engineered, this information. Others highlighted that the real issue lies with server-side vulnerabilities and exploits, not readily addressed by this client-side code release. Some users speculated on Valve's motives, suggesting it could be a move towards community-driven development or simply a consequence of the leak becoming so widespread that an official release was the best course of action. A few expressed excitement about the potential for mods and community projects enabled by official access to this older codebase. The overall sentiment seemed to be a mixture of cautious optimism and a pragmatic understanding that this release was unlikely to be a silver bullet for TF2's ongoing issues.
The Hacker News post titled "Valve releases Team Fortress 2 game code" with the linked GitHub commit sparked a discussion with several interesting comments. Many commenters focused on the implications of this release, particularly regarding security and potential for modifications.
One compelling thread revolved around the distinction between "source code" and "game code," with some users pointing out that this release didn't encompass all the assets required to fully compile and run the game. This clarification helped manage expectations about what could be achieved with the released code. The discussion highlighted the difference between having the raw code and having a complete, buildable project.
Security concerns were another major theme. Commenters discussed the potential increase in cheat development and the challenges Valve would face in mitigating these new exploits. Some expressed concern that the release would empower cheaters, while others were more optimistic about the community's ability to use the code for positive purposes like bug fixes and mod development. The debate touched on the balance between open access and maintaining a secure gaming environment.
There was also discussion about the potential for community-driven development and the possibility of fan projects built upon this codebase. Some users expressed excitement about the potential for new mods and the revitalization of the Team Fortress 2 community. Others were more cautious, pointing out the legal and technical hurdles involved in creating and distributing derivative works.
Some comments explored the technical aspects of the code release, discussing the language used (C++) and the engine it was built upon (Source Engine). This provided context for those less familiar with game development. There was even speculation about the reasons behind Valve's decision to release the code, with some suggesting it was a strategic move to combat existing leaks and empower the community.
Finally, some commenters simply reminisced about their experiences with Team Fortress 2, highlighting its enduring popularity and impact on the gaming landscape. This nostalgic sentiment underscores the significant impact of the game and the weight of this code release within the community.