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LunarEngine: An open source, Roblox-compatible game engine

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Re: LunarEngine: An open source, Roblox-compatible game engine

#92

Earlier quoted context omitted.

I would start with the servers and networking if I were them. It can be really hard to bolt that on later.

Good point. We thought about this in advance. The reason we chose to prioritize client support, then server, was replication. If we develop a strong client with broad support, it makes developing the replication piece easier, since the client already supports the features in mind. It would also allow us to make Librebox more practical for game development in its early stages. We'd love to see how you could do the cli…

Makes total sense. It's even better for motivation of the developer. The offline client proves that it is possible to continue working on this huge project since it gives you "quick" feedback that you are making progress.

Good luck guys!

Re: LunarEngine: An open source, Roblox-compatible game engine

#93

Earlier quoted context omitted.

"Popular kids game Roblox faces pressure over allegations of child predators on its platform": https://www.google.com/amp/s/www.msnbc.com/msnbc/amp/shows/t... I read your comment carefully to see whether you've taken the GP's joke further, but alas :)

Ha, yeah. Sailed right over my head. It's really too bad. Both about the what the platform has become and the missed setup.

Programming doesn't make it easy to not miss jokes like that. I'll never forget my mum's face after I told her that I was working on a "killAllChildren" function when I was at school

Re: LunarEngine: An open source, Roblox-compatible game engine

#94
post #29

can't find anything about the developers from the github repo. their discord server is even stranger; there's absolutely nothing in the channels, and the only member with a developer role is an account dedicated to the "project". looking at the source, work has absolutely been done - this isn't just a README - but it's still all a bit strange

Hey, thanks for informing us about this. I apologize if the first impression was crude -- I was in an hurry to get the engine out at this time. I understand that the Discord server simply consisted of a few channels (since then, I've cleaned that up). I had actually wanted to make a new GitHub account for the project, to separate concerns (GitHub ToS prohibits this, and I had to learn the hard way), so I eventually r…

> On a separate note, I acknowledge some people found it suspicious that the initial commit was every file at once. This doesn't mean I don't know how version control works. It was because I had actually worked on the project alone on my computer and, subject to release, released the full source at once.

This is my standard operating procedure. My public repo's not going to start with the first hundred commits of the code in a different language, with API keys burned in, etc.

It did not occur to me this was rare enough to be suspicious. You shouldn't have to apologize for it :)

Re: LunarEngine: An open source, Roblox-compatible game engine

#95
This is pretty cool and brings back a lot of memories for me. When I was younger I remember building a clone of Roblox in C# with the Lua scripting engine part as well. I even ported some script builder scripts over to it (Player199 admin commands or something like that, can’t remember the name exactly)

Good times

Re: LunarEngine: An open source, Roblox-compatible game engine

#96
post #80

Earlier quoted context omitted.

> No, they ruled that the copyright on the API was valid No, they didn't. They very specifically did not rule on whether the API was protected by Oracle's copyright on Java. > but that Google's infringement of it fell within the bounds of fair use. They found that, even if the API was protected, Google's use would be within the scope of fair use, and therefore it was not necessary to decide the question of the underl…

Thank you for the correction. I clearly misremembered. It was the Federal Circuit that ruled that the API was copyrightable, not the Supreme Court: https://www.supremecourt.gov/opinions/20pdf/18-956_d18f.pdf

Yeah, but the difference is, the precedential weight of Federal Circuit decisions on copyright is about the same as the precedential weight of HN posts on copyright.

Had the case not been in the Federal Circuit because it used to have patent issues, and had the xase instead stayed in the Ninth Circuit and had that Circuit ruled that and the Supreme Court left that part of the decision untouched, there would be binding precedent, if only in the Ninth Circuit. But on issues other than its special ones (patents, in this case) the Federal Circuit is to apply precedent from the Circuit the case would otherwise be in, but does not create binding precedent.

So, other than between Oracle and Google themselves, the parties to the original case, as a matter of res judicata, the Federal Circuit decision isn't controlling on any future court the way a Supreme Court decision or even a decision of one of the geographic circuits would be.

Re: LunarEngine: An open source, Roblox-compatible game engine

#97
post #64

Earlier quoted context omitted.

The supreme court ruled against oracle that an API cannot be copyrighted, but Roblox can still ban you for using an unofficial client (like discord does)

For what it's worth, I don't think there is any known case of a Discord user being banned for using an unofficial client yet. https://vencord.dev/faq/#Will-I-get-banned-for-using-Vencord... ?

There have been cases and a whole project was shut down because of it https://github.com/Bios-Marcel/cordless?tab=readme-ov-file#i...

However this is an entirely different question. Whether or not an API is copyrightable, and whether you'd be in violation for recreating a proprietary API for the purpose of creating an (open-source) market alternative for their product, are entirely different questions to whether or not a specific private company has stopped serving specific customers due to use of software they do not authorize (which they are entirely in the right to do, legally)

Re: LunarEngine: An open source, Roblox-compatible game engine

#98
post #80

Earlier quoted context omitted.

Thank you for the correction. I clearly misremembered. It was the Federal Circuit that ruled that the API was copyrightable, not the Supreme Court: https://www.supremecourt.gov/opinions/20pdf/18-956_d18f.pdf

Yeah, but the difference is, the precedential weight of Federal Circuit decisions on copyright is about the same as the precedential weight of HN posts on copyright. Had the case not been in the Federal Circuit because it used to have patent issues, and had the xase instead stayed in the Ninth Circuit and had that Circuit ruled that and the Supreme Court left that part of the decision untouched, there would be bindin…

I see. But don't circuit courts generally weigh each other's opinions rather highly, even if they aren't actually required to? And possibly a future vexatious litigant like Oracle might concoct some far-fetched patent claim to put some future lawsuit into the Federal Circuit as well?

Re: LunarEngine: An open source, Roblox-compatible game engine

#99

Earlier quoted context omitted.

I would start with the servers and networking if I were them. It can be really hard to bolt that on later.

Good point. We thought about this in advance. The reason we chose to prioritize client support, then server, was replication. If we develop a strong client with broad support, it makes developing the replication piece easier, since the client already supports the features in mind. It would also allow us to make Librebox more practical for game development in its early stages. We'd love to see how you could do the cli…

>If we develop a strong client with broad support, it makes developing the replication piece easier, since the client already supports the features in mind

Unless you are running the client against server, you will never know if the client features you are writing are any good.

The games need to run on the server by default, and the clients are just a "view" into what is happening on the server.

For ease of development, your app is a fully functioning server and a client in a single application.

When playing single player, the game is still running on a local server, with only a single client connected.

I strongly recommend building everything around the communication pipeline between the server and client. Make it very easy to dial up latency and packet loss.

Re: LunarEngine: An open source, Roblox-compatible game engine

#100
post #83

OH PARDON ME BUT Y'KNOW WHY I AM GETTING SO EXCITED to talk in caps on HN? Because I was on discord the other day and was talking about roblox and literally everyone hates it but people there were saying eh, we just play with friends we don't care, and I was like we definitely need to figure our shit since roblox doesn't give a (if I might swear since roblox disgusts me, but roblox doesn't give a fuck about child saf…

What?

my bad, I hadn't seen the project and I think that the title might be changed or something or maybe it was my mistake but I felt like it was a completely original contender to games like roblox or maybe inspired by it like luanti (minetest) is to minecraft but still without necessarily having the same api's etc.

Seeing it now, It feels like a reimplentation project of sorts.

I was clearly excited wishing for a new approach but it seems not. Well, I feel like I should pardon because I had been completely unprofessional and my take was wrong. But yeah, on a satirical side please don't cancel me for making a wrong take lol (jk)

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