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I don't understand what they got basing off the Source engine. Maybe it made sense when they started 6 years ago - to allow using Hammer and such. But at this point they've made their own editor, networking, scene system... why is it still attached to a giant legacy codebase.


Didn't they start using Unreal Engine for S&box, then pivoted? Something must have been better for them on the Source side.


It's Source 2, its not legacy


Source2 is the giant legacy codebase I was referring to.


I mean, it is being updated regularly behind the scenes, it's used by Dota 2, CS2 and deadlock.

If you follow the "leaks" space a bit, you'll know that they are working on some kind of new game, and that new engine features that end up in deadlock for example are developed because of this project.


A multiplayer survival game based around voxel physics.

Can be described as Astroneer-like setting, Teardown voxel physics, in a Valheim-like online multiplayer survival game.

Game isn't really announced yet but I've shown some videos of the tech: https://x.com/Alientrap/status/1909316208563732866 (On Youtube: https://www.youtube.com/watch?v=ZWISaUmvit4 ) https://x.com/Alientrap/status/1918024969939808654


Video demo was awesome, really good stuff! Love seeing how you managed to make gravity actually a thing without simply destroying everything above a certain point, as well as connecting different objects together - I feel like that's something most voxel-based games I've seen have done a terrible job at.

Given the online/multiplayer aspect how difficult has the network portion been?


Technically impressive. From a gameplay standpoint, I worry that it's too easy to wreck work that took long to create.


Are there any open source games like this? I would love to see how these types of games are built.


Looks pretty great so far. Reminds me of playing Red Faction as a kid


If you liked Red Faction, check out Donkey Kong Bananza (2025) on Switch 2.

It’s like Super Mario Sunshine X Deep Rock Galactic / RedFaction / Minecraft.


Been arguing for this for years now https://news.ycombinator.com/item?id=33415400

The main argument against it seems to be that a browser forces standards - while really the the strength of this approach is that standards will naturally evolve, rather than forced by 2-3 companies


I Expect You To Die, Among Us VR, Until You Fall. All good stuff


You're the first person I've ever interacted with that has personally enjoyed one of his games! Your comment is forcing me to slightly update my beliefs thanks. how many hours have you played them?


There is zero chance this is what you meant, but I wrote a short story with that concept in 2013: https://www.3delement.com/?p=309

Did you end up finding what you were referring to? None of the other comments actually match that


It's amazing to me how little moderation they do for Ad content. My Instagram ads are constant crypto scams. Maybe there just isn't the same incentives to moderate companies paying to scam your users, as opposed to free users posting their political views


Yeah - there really is a opportunity now to rethink browsers as just sandboxed rendering windows using WebAssembly + WebGPU.

Could still have typical DOM rendering handled with Webassembly delivered by the web sites (ideally cached). The challenge is though still having standards and accessibility options. That VeryGoodGraphics example allows for no text selection - and doesn't at all handle zooming. Still though it'd be a good bottom up way for a new browser to disrupt Chrome


How would ad blocking work in this world? A browser without ad blocking is useless.


How would ads work in this world? The advertising ecosystem relies on adding a 1-2 line JavaScript blurb to the page, and then the ads are added at display time.


No - this is the graph: https://pbs.twimg.com/media/GO1eps3WgAEzQYa?format=jpg&name=...

Immigration is the only thing providing GDP growth. Otherwise the Canadian economy is clearly broken


Since that graph measures per capita, I think the obvious (and grim) one might come to here is that immigrants to Canada, on average, aren't as productive in the Canadian economy as native citizens.

What do you think?


No doubt you hit the nail on the head, for two reasons:

1. Immigration is a federal matter, commerce is (mostly) a provincial matter. In practice, this means the federal government brings in the people it thinks should be most economically useful for the economic need that is present, but the provinces put up red tape to disallow them from being most useful. The canonical example here being the trained medical doctor left to drive a taxi.

2. Immigrants tend to want to settle amongst each other. Which is no doubt important socially, but the communities are most often not located where there is the economic need. This leaves individuals to be under-utilized, if even jobless, all while employers can't find anyone to hire. Since provincially-regulated employers can't find anyone to hire, the federal government sees a need for even more people and use one of the few tools they have. You can guess what happens next.


Is this true for well educated immigrants too? It seems like this might be affecting a limited population, if the educated immigrant goes to Canada, they are aware of what immigration means and might be open integrating instead of living in an immigrants community


Well, if we look at the Statscan economic region that consistently posts the lowest unemployment rate (and where the news regularly reports on the exceptionally high number of job vacancies), only 2,140 immigrants arrived there from 2016-2021 (latest census data). Whereas 1,328,240 immigrants arrived in Canada over the same period.

Is it possible that only 0.16% of immigrants are educated? Well, maybe, but if that's the case it is insignificant enough that it is basically meaningless. Said economic region is home to 0.8% of the population, so immigrants are disproportionately not going there despite the data showing the greater economic need.

Education does not remove the human experience. I expect it is plain hard to be one of almost no immigrants to show up somewhere, even if you come with awareness. You aren't likely to find a familiar culture, or other people going through the same experience, so it can easily become isolating. Immigrant communities beget immigrants because they offer something to immigrants. Life isn't just about work it turns out.


Blaming 'corporate greed' is a easy thing for politicians to do. It's then not their actions that are causing prices to go up.

Easy to point at things like 'record profits' of Loblaws, without looking at if their margins have changed (they haven't). If you keep the same margins and have the amount of business with inflation then of course there are 'record profits'.


Their margins actually did go up but it’s kinda hilarious when you see it — they’re squeaking out ~3% these days while it was a razor thin 1.x% before.

Yup that’s an extra buck fitty on your $100 of groceries


Git LFS is a giant hack ontop of Git. Most game devs I know moved away from it over time (back to Perforce or SVN). It might seem okay at first - but deep into a project you'll want to rearrange/rename folders and keep history logs, and discover that Git LFS doesn't actually work like normal Git and your file history wasn't kept. Only once you start dealing with issues will you find all the weird hacks Git LFS does ontop.

I'd say Git not working well for game dev isn't a pitch that Diversion needs to make, because it's already clear to most game devs.


Its gotten a lot better over time as far as adding tooling to make big changes. Its the same ol' 'its fine if you know what you're doing and not so fine if you don't.' Personally I'd rather deal with git's issues but p4 has the a lot of built in support in engines.

Day to day I think its the industry tooling and the partial checkouts that have people pick P4, not esoteric problems you face years down the line.


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