[HN Gopher] Alt-F4 #65 - Factorio visualizer in Unreal Engine 5 ___________________________________________________________________ Alt-F4 #65 - Factorio visualizer in Unreal Engine 5 Author : BlueTemplar Score : 282 points Date : 2023-07-02 14:34 UTC (8 hours ago) (HTM) web link (alt-f4.blog) (TXT) w3m dump (alt-f4.blog) | DDSDev wrote: | As a game dev, factorio has always been a title that I would | absolutely love to see the original source code for. | | Also, for anyone who's first question was "how is this legal": | | "When asked about the legality of this whole endeavour, they | showed great understanding and allowed the project to be | released, provided it won't be used for commercial purposes." | refulgentis wrote: | Naively, I had the inverse question after reading that, how | would this be illegal? Why must this be a labor of love? Use of | Factorio IP seems limited to visual inspiration and file format | parsing, and its clearly transformative (in the legal sense of | the word) | jrm4 wrote: | I mean, nothing is clear in terms of "transformative" and | never has been, but I absolutely agree with the overall | point. | jdlshore wrote: | "Visual inspiration" is generous. The models are a direct 1:1 | copy of the in-game sprites, which sounds like a "derivative | work" to me. IANAL. | soneil wrote: | Sometimes I think we're far too obsessed with legal. The | developer is good to the community, the community is good to | the developer. This seems like a much more productive | relationship than arguing over what is legal. | nness wrote: | In this instance, it would be more than "look and feel" and | more "would a person assume this project is done by the | original Factorio developers" -- are they misleading the | audience. They copied much of the UI from the Factorio site | for instance -- so if they wanted you could make the argument | the intent is to mislead. | jdlshore wrote: | I think you're confusing trademark and copyright. Trademark | is about confusing the public. Copyright is about | derivative works. It seems pretty clear to me that this is | a derivative work, due to its direct copying of Factorio | sprites. | BlueTemplar wrote: | The website UI is by the Alt-F4 team, not the FUE5 team, | it's like seeing this discussion and then complaining that | FUE5 'copied' Factorio's colour scheme, thinking they are | also behind hackernews, lol. | amitp wrote: | There are some bits of Factorio source code on github -- | https://gist.github.com/Rseding91 | | and | https://old.reddit.com/r/factorio/comments/13bsf3s/technical... | is fascinating reading (things like: they used doubly linked | lists, and multiple inheritance) | TOGoS wrote: | The Factorio team is pretty chill about stuff, generally, which | is why they make the game so moddable in the first place. The | only time I remember them having to take any legal action was | to deal with someone reselling stolen keys or something. It's | understood that anything cool the community does is good for | Factorio. | | > i would absolutely love to see the original source code for | | As someone who's seen the source code, I'd say it's relatively | good code, but nothing particularly amazing. C++ with multiple | inheritance, game objects doing method calls to each other in | multiple phases, and a good dose of "maybe not the best way to | do this but it works and we're not changing it now" code. What | keeps it all running as well as it does is a comprehensive set | of automated tests, and Rseding getting on your case any time | you make a PR with less-than-optimal code. The interesting bits | are the algorithms, which are covered by the Friday Facts. | bilekas wrote: | > What keeps it all running as well as it does is a | comprehensive set of automated tests | | "Let's game it out enters the chat" | | Really though super cool to hear a perspective from someone | with inside knowledge! | Aardwolf wrote: | Wow how did they build so many 3D models in just 5 months, that's | amazing talent, perhaps 3D modeling tools are also just really | good now? | chefandy wrote: | > The remodelling process was a lot of fun, but next time we | should really ask for the original Factorio models to preserve | what's left of our sanity. | | Some tools are a lot better-- Substance 3D for texturing, for | example, especially if you can get their auto UVing to make | something acceptable-- but fundamentally most straight-up 3D | modelling tools are roughly what they were a while ago. The | screenshot of their model seems to have tight topology, too, so | I'll bet it was pretty labor intensive. | redox99 wrote: | Why is the video 25fps? To make it more "cinematic"? It isn't | even 24fps cinematic. In either case, they both look awful in | your typical 60hz container because 60 isn't divisible by 24 or | 25. | | Just make it 30 or 60fps. It looks awful like this. | Operyl wrote: | It doesn't look that bad, honestly. | reaperman wrote: | Most people over the age of 30 or so can't see the difference. | We didn't grow up with high frame rates and our brains didn't | train on them. It's entirely possible they have no idea this is | a thing. | | I've seen some videos where different people try out gaming | trials on different Hz's and it seems like older gamers don't | get nearly as much performance improvement from high frame | rates that younger players do. They're also much less likely to | be able to tell which is which in a blind trial. | Sardtok wrote: | 60Hz video looks super weird to me. Looks like it's running | in like 2x FF, but everything syncs up with 1x audio. | Watching The Hobbit when it came out was a horrible | experience. | | It's not a problem with games, though. Even if 60 fps was | quite rare to achieve for 3D games 20+ years ago. I was | usually happy if I could get stable 20-30 fps. | bombcar wrote: | Reminds me of the 3D visualization that you could get for Dwarf | Fortress. Some "painted" and others tried real-time updates. | un_montagnard wrote: | > When you don't know how to code, you just put these nodes | together, and if it doesn't work you just keep adding more and | more and become increasingly confused. Suspiciously similar to | this factory game I've been playing recently. | | Cracked me up | andrewstuart2 wrote: | I loved that bit too. Especially because when you do know how | to code, you still do the same exact thing but some things are | probably less verbose. Still lots of spaghetti involved | occasionally. | flir wrote: | You never eliminate a bottleneck, you just move it somewhere | else. | | This is something I knew, but Factorio taught me viscerally. | BlueTemplar wrote: | That's nothing - LabView even has a similar colour scheme ! | | https://physics.highpoint.edu/~bbarlow/courses/phy2100/docum... | | (Orange. And Gray Tiles show up in the 'GUI' view.) | butz wrote: | I would like to see someone building visualizer of same quality | for good old SimCity 2000. | dividuum wrote: | Probably a whoosh moment, but in case people don't know: | https://en.wikipedia.org/wiki/SimCopter | netsharc wrote: | SimCopter made the cities 3d, but obviously not Unreal Engine 5 | quality... | jokoon wrote: | Factorio is already quite CPU heavy so I don't want to imagine | how it would behave in 3D. The factory size might be much smaller | for this to be possible. | | I don't really see the point of this, really, except a | misunderstanding about game design, UX and programming in | general. This thing might be possible with huge sacrifices, | though, but I'm not very interested in making something in 3D | "just because". I love 3D games, but a lot of games just don't | translate properly to 3D. | | Factorio is popular because its hardcore players make immense | factories that usually reaches the limit of any CPU/GPU. | | That's a bit why I dislike most of the gaming industry, because | there are way too many people who aims for high quality 3D | graphics without ever understanding software or hardware, and it | shows, and it's a big step back for the industry as a whole, but | GPU vendors are always happy for those people to push for high | end graphics, but not people who like good gameplay. | leetcrew wrote: | factorio isn't CPU or GPU bound though. memory bandwidth is | typically the bottleneck, at least according to the developers. | | I'm glad the developers have prioritized game mechanics and sim | optimization over graphics, and I think the game looks good | enough for what it is. but I wouldn't mind if they improved | them either. they could do a lot before it meaningfully | impacted UPS for megafactories. | detaro wrote: | ... your comment doesn't particularly suggest that you have | understood what this is about, while complaining that its | authors don't understand things. For one thing, this is not the | game and doesn't attempt to be. | brucethemoose2 wrote: | I mean, Satisfactory and Dyson Sphere Program run well. | | Also, hypothetically, I don't think a 3D client would impact | the simulation since Factorio (AFAIK) runs as a client + | server. The 2D simulation would be unchanged. | duskwuff wrote: | > since Factorio (AFAIK) runs as a client + server | | It does not. Factorio runs as a single process encompassing | both simulation and rendering; the "headless server" just | omits the rendering bits. | gouggoug wrote: | Read the article. | | This is just a fun pet project allowing you to visualize your | base in 3D. Nothing less, nothing more. | gigel82 wrote: | If you want to actually play a Factorio-like game in 3D, I | recommend Satisfactory. | spiderice wrote: | Also play satisfactory if you want days of your life to | disappear. Such a fun game. Just like Factorio. | brucethemoose2 wrote: | Or Dyson Sphere Program. | [deleted] | NelsonMinar wrote: | DSP is a really excellent game. Also it looks beautiful. | iliketrains wrote: | Or Captain of Industry (disclaimer: I am one of the devs) | AnotherGoodName wrote: | Briefly mentioned in this and rendered: space exploration is an | incredible factorio mod and the deepest game I've ever played. | | In Factorio you launch a rocket and win. Space exploration takes | that and continues. You end up developing a base across multiple | worlds in the solar system. After developing the solar system | from the different unique resources on each planet you expand to | interstellar space and then other solar systems. The game has a | 'quarter of the way through' victory screen but there's another | victory screen as you explore a mystery that spans the known | universe and takes a reasonable amount of math knowledge figure | out. | | It's 100s of hours of gameplay and really well done. They | modified the game so that you can fly spaceships between planets | with a star and solar system maps and it all works really well. | | Just make sure to turn the biters way down. The mod requires a | level of patience and the intensity of combat runs counter to | that (in fact the mod itself has a popup telling you to turn | biters down on start). | Cthulhu_ wrote: | Yeah, but I'd only pick up Space Exploration if you've played | through the base game a few times and just want more. What I've | found is that it rebalances the game so the 'base' takes less | parts (i.e. for modules), but it goes harder on complexity. | Like, the number of factories / production lines you have to | build for the next stage just goes up and up. | | I think I got to a point - probably nearly 100 hours in - where | I finally had two lines of products coming from other planets | to do the next tier of science. | | Another tip that I'd add is that you should increase the | science cost, I found it easy to run out of things to research | while it still took hours to expand things for the next tier, | which in practice meant your factory just stops doing anything | because it doesn't need to do anything. | louwrentius wrote: | I'm playing Space Exploration right now and it is epic. But | beware, a professional YouTuber Dosh Doshington who seems to be | one of the best Factorio players in the world (in my opinion) | took 300 hours to complete SE with some help. I think SE is | amazing but it's an incredible time sink. I've gotten 3500+ | hours in Factorio, I think I have a problem. | | Anyway, seeing Factorio in 3D was amazing though, really cool | AnotherGoodName wrote: | Yes that's why I think you should turn biters waaaay down or | off for SE. It's a game that can take a few years to play | through if you have a full time job+other things. Still a | worthy distraction, just understand you'll be playing for | years. | newZWhoDis wrote: | I just absolutely despise the (lack of) visuals in Factorio. | | Satisfactory might only be 80% as deep but it being in 3D and | gorgeous more than makes up for it. | | If Factorio looked anything like this model visualizer I'd take | it seriously. | pests wrote: | I agree Factorio does not look the greatest. It looks like a | giant smear of muddy washed out colors. I've tried to watch | some content on YT and its so hard to tell whats going on or | to see anything as a newcomer. | concordDance wrote: | Try Dyson Sphere Program then. | | Not as repayable as factorio but still good fun. | dmarinoc wrote: | Or add Shapez2 to your wishlist. | | It hasn't been released yet, but the team is publishing a | highly interesting devlog: | https://store.steampowered.com/news/app/2162800 | 0cf8612b2e1e wrote: | I had such a fantastic time with DSP. Has some clunkiness | which will hopefully be refined with time, but absolute | blast in going from nothing to dominating a star. Count me | as one of those people who see zero need for the game to | incorporate the upcoming combat/enemy mechanic. | fermentation wrote: | I actually prefer to completely turn off biters. They'll still | be there on other planets, but the anxiety on the home world is | gone | candiddevmike wrote: | What's the best faster-start mod? I want to start with robots | instead of remaking my base midway through. | srgpqt wrote: | Haven't tried it, but this seems like something you can | customize ingame at any time with the builtin map editor. | | See the "setting up research" on the editor wiki page: | | https://wiki.factorio.com/Map_editor#Setting_up_research | | Edit: you'd probably have to give yourself the necessary | modular armor, roboport and initial bots. | AnotherGoodName wrote: | Agreed. The difficulty creep that was demanded by vocal | experienced players has made Factorio much harder for | newcomers to get into. | | Factorio is a brilliant Zen garden and an absolutely terrible | real time strategy game. Since the beta there's been more and | more biter types and a gradual ramp up in how frantic you | have to be to keep up. It's tremendously off-putting and | completely opposite to what makes Factorio what it is. | | Hopefully the developers realize this at some point and knock | it off. Make a 'frantic mode' toggle for the experienced | players but don't make it the default. I can handle needed a | turret or two at key points but I can't handle needing to | race the tech tree to keep up. I don't get why they made the | defaults so hostile to new players. I'm not even that new to | Factorio but it's still waaaay too frantic with default | settings. | BlueTemplar wrote: | I'm not sure I agree. I gave up on my first sandbox game of | Factorio mid-way through, because I realized that biters | were a pushover against my new tank... (not realizing that | biter settings or mods existed) | xavdid wrote: | I mostly play for the engineering side of it, so in all my | bases over the years, I always _always_ play on "peaceful" | mode. It makes part of the tech tree useless (no need for | better guns if there's nothing to shoot) but I find I enjoy | the game much more that way. | Aardwolf wrote: | Many of my fun memories of Factorio do involve biters | though, both defending against them, and attacking them by | building power lines and quickly building and then un- | building laser towers near their bases (and later just by | having super strong armor and a shotgun). | | But I guess a toned down offense on your base, while still | allowing the same kind of attack, would work just as well. | | Also, the biters are somewhat boring at end of game, it's | just the whole world map full of the exact same evolved | bases everywhere. | pram wrote: | IMO the bugs add some needed entropy. If you're not paying | attention your bases will eventually be demolished. Makes | me more thoughtful about my planning and design rather than | just plopping some half assed shit down. | leetcrew wrote: | they're also the entity that gives "bite" (pun intended) | to the pollution mechanic, which complicates lots of | tradeoffs in the game. with biters/pollution, trees are | both an inconvenience and a helpful pollution buffer. | it's not trivial to decide whether to build your starter | base in the open desert or nested between forests. | additionally, the tradeoffs between solar vs steam and | the effect modules are shallower when you ignore | pollution. | | I understand some people just aren't really into the | tower defense side of factorio. that's okay, and it's a | good thing that the settings can be adjusted to suit a | wide range of playstyles. but if that's you, I'd | recommend at least trying a low pollution / efficiency- | focused playthrough. the game gives you a lot of tools to | manage pollution, and the biter threat can be pretty | minimal if you use them. imo this preserves the balance | better than just turning off biters. | pmoriarty wrote: | I actually liked having the biters on my first couple of | playthroughs of the game. It added a sense of urgency and a | feeling that this was a dangerous alien world. | | After that I started playing mods that in and of themselves | increased the difficulty of the game, and having the biters | on top of that was just way too much. | | Also, in a vanilla game, once you're more or less | invulnerable to the biters they become just an extra | annoyance, and I'd rather just focus on building. | | On the other hand, without the sense of urgency that biters | give the game can become kind of boring... | z3c0 wrote: | I agree. It adds pacing, as you can't simply dive down | one branch of the technology tree. You're forced to | always be developing your offense and defense, pushing | you down branches you would have ignored otherwise. | evandale wrote: | My understanding is that the purpose of biters is to | prevent you from building too big too fast and also as a | resource sink to get rid of excess iron. There is a FFF | they wrote about it and Katherine of Sky has a great video | about why you should bet biters IIRC because she was | against them when they got buffed as well but changed her | tune. I can't seem to find either though. | Cthulhu_ wrote: | Same, but that's true for most base building and RTS games, | the base building / turtling is more fun than the attacking / | combat part. | naikrovek wrote: | > takes a reasonable amount of math knowledge figure out | | hard pass. I do not enjoy when a video game makes me feel like | a failure because I don't know trigonometry or calculus. | remarkEon wrote: | Weirdly I actually like games that make me alt-tab and then | look up some equations and open excel for a bit. | | (No, I will not try EVE) | freeone3000 wrote: | No trig or calc, every formula is linear. There's some very | non-integer factors in there, but if you take "time" as an | input you can do it all with algebra. | paxys wrote: | My graphics card cried just reading this post. | brucethemoose2 wrote: | To be clear, its a Factorio visualizer, not a client or anything. | But its still super cool. | samstave wrote: | What will be very interesting, as stated in the article, is to | see what the factorio creatives in the community figure out | what to hack together based on this... | | I expect some sort of UE5 factorio-esque battle system... | | Imagine a game where you run a factory, and you haveto maintain | it - while a bunch of PvP FPS shooter are running through your | factory battleing it out and keep dmaging your supply lines and | you have to fix them - you can choose to join the factory | maintenance team, or be a PvP player laying waste to your | enemies and fucking up the factory supply lines for the other | teams at the same time. | a_nop wrote: | Mindustry is like a PvP Factorio-lite | BlueTemplar wrote: | I mean, you can _already_ do this right now in MP (if not in | 3D) : | | https://forums.factorio.com/viewtopic.php?p=560735#p560735 | brucethemoose2 wrote: | Thats interesting, but I don't think the social dynamics of | such a game would work. The situation is unstable, where | either the builders can't keep up and quickly lose their | factory (and probably quit) or the PvPers get surpressed | and/or just ignore the factory. | | This is kinda what happened in modded PvP Minecraft servers. | | But there are already some team based "production line PvP" | games like Mindustry and Foxhole. | dang wrote: | Ok, we've put that in the title above. Thanks! | bloqs wrote: | Or play Satisfactory in the new Unreal 5 Experimental branch !! | lastangryman wrote: | Full disclosure didn't even read the article. But if you wanted | to know what programming as a game would look like, play | Factorio. Refactoring, decoupling, debugging, it's all there. I | played it intensely for 3 weeks then had to force myself to put | it down. It's a one of a kind game. ___________________________________________________________________ (page generated 2023-07-02 23:00 UTC)