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ducchunt.bsky.social
ducc
@ducchunt.bsky.social
he/him hobbyist gamedev from Idaho
Is the modelling done in Hammer?
October 7, 2025 at 1:15 PM
Test
September 13, 2025 at 2:03 AM
You give s&box a Steam app ID, and it tells you the directory of the game files for that game. Then, you load and parse whichever of those files you want, using that data to create models, textures, and sounds at runtime. There's not really a limit yet, but the feature's still in development.
August 2, 2025 at 5:08 AM
Gonna ask Electronic Arts nicely for the source code to Darkspore so that I can patch in an offline mode and play it in my museum.

If that doesn't work, all of my Spore-enthusiast friends have agreed to stand with me in boycotting the next Spore game that comes out.

Wish me luck!
June 25, 2025 at 1:37 AM
This talk from Capcom R&D (relevant timestamp linked) makes it sound like Capcom considers modders to be a nuisance who cause PR harm and burden customer support.

youtu.be/CT5bwwvDv00?...

But the talk is two years old, and I've heard the RE games are good on PC, so I don't know what to think.
RE:2023 Anti-cheat and Anti-Piracy Measures in PC Games Recommendations for In-House Production
YouTube video by CAPCOM R&D
youtu.be
June 22, 2025 at 7:12 PM
Because s&box will allow you to export games to sell on Steam, I see it as more of a dark horse Unity competitor than as a Roblox competitor. At its core, s&box is a game engine - derived from Source 2 in the way that GoldSrc was derived from id Tech - and its cloud/platform are a nice bonus on top.
May 31, 2025 at 7:55 PM
For the most part, s&box is about as genre-agnostic as Unity. In my opinion, the only thing it really lacks is mobile and console support. Facepunch would like to support other platforms, but they're initially targeting Windows and Steam Deck. I'm unclear on their plans for MacOS and Linux support.
May 24, 2025 at 4:21 AM
The engine is general enough that Facepunch made a Roller Coaster Tycoon clone over the course of a few weeks.

sbox.game/facepunch/fair

s&box still has optional systems for baked visibility and lighting that favor FPS games, but Facepunch fully intend to provide dynamic alternatives.
s&box
sbox.game
May 24, 2025 at 4:21 AM
The performance will depend on the game you're playing. Try Pizza Clicker for an example of a UI-based game that should run fast on everything.
April 13, 2025 at 5:06 PM
Idaho RP if it was good
April 13, 2025 at 9:40 AM
s&box will let you export games as standalone and sell them on Steam

s&box is a Unity alternative (sub-second C# hotloading!)

Also, it has a Roblox-like platform

This is extremely appealing to game devs, and the appeal to players will depend on what games are made in s&box

It just needs time
March 23, 2025 at 3:17 PM
There's a learning curve to getting Razor and SCSS working the way you want them to in your project.

When prototyping your game, you could try using HudPainter for the stuff that doesn't need to be interactive.

But if your game has a lot of menus, there's currently no way around making Panels.
March 7, 2025 at 10:03 PM
It's too early to tell whether s&box will offer good discoverability, but the development tools are nice. Clearly it was made by people who love coding in C#.
March 7, 2025 at 9:58 PM
You can just get s&box here: sbox.game/give-me-that

No key required anymore. It's an open preview where they want to attract as many game devs as possible.
s&box
sbox.game
March 3, 2025 at 6:08 PM
I've been doing C# programming in s&box for a couple years now. It's great! It breaks often, and some parts of it have a steep learning curve (e.g. shaders, animation ), but it's currently my favorite game engine to use.
March 3, 2025 at 6:07 PM
Maybe it's a holdover from the SQL ASC/DESC terminology, given that LINQ is meant to appeal (e.g. with its query syntax) to those who know SQL. If the method name were different, people accustomed to writing software in large corporate environments where SQL is king might find LINQ less intuitive.
February 21, 2025 at 3:09 PM
I think s&box could have a massive advantage over VRChat by letting you use actual C# code (with an access control allowlist for security) instead of being limited to Udon. But, it remains to be seen whether the VR support will be good enough.
February 18, 2025 at 4:41 PM
There's also a height slider for your avatar, so it should be possible to make a pretty good approximation of any character whose skeleton has the same bones as a human, assuming you replace body parts.
February 14, 2025 at 2:55 PM
It's possible for clothing pieces in s&box to completely hide the underlying body part and replace it with a custom part. For example, you could have a spooky skeleton "clothing" item that replaces the player's entire body with a skeleton. The limitation is that the animations are the same.
February 14, 2025 at 2:49 PM
The lighting and atmosphere is so much better than before!
February 1, 2025 at 4:01 PM
Currently, the rope sim and collision resolution code runs on the CPU. The only data it has about the mesh is an array of floats with signed distances that was filled by a compute shader.

I have exciting plans for what else I can implement. Stay tuned.
December 27, 2024 at 5:14 AM