| Go screwed over the indie game Haunts |
Go screwed over the indie game HauntsThis story is several months old, so apologies if this has been posted already. I thought about posting this in the Go discussion from last month but decided against necro'ing old threads. A game called Haunts that raised $28,000 on Kickstarter is dead in the water. Here's the second-to-last kickstarter update:
I’ve owed you all an update for a while, but frustratingly there hasn’t been much news to report. We got off to a roaring good start with community involvement in the open source Haunts effort, but we pretty quickly ran into a software roadblock that stymied all our efforts. Resolving has proved quite a challenge. Almost as challenging was actually understanding why we were having so much trouble. As a non-programmer, I could grasp the issue in theory but I didn’t think I could explain it well. So, I asked Michael, who’s an old friend and project backer who has been working on Haunts a lot, to explain it:
“Haunts is written in Go, a new and quickly evolving programming language developed at Google to address certain programming challenges that are important to the kind of work they do. There is nothing special in Go that makes it particularly well suited to video games, but on the other hand there is nothing inherent in the language that makes it a bad choice, except for the fact that it's new and not well supported. Anyway, one of the neat features of Go is that it is designed to take advantage of distributed code development and reuse of code developed by other people. It's a slightly hacky feature, IMO, but it works.
Basically, there is no master "script" that tells the compiler how all the bits of code relate to each other. Instead, that information is embedded directly in the files themselves. So rather than, for example, specifying a folder that contains your "headers", you actually embed in your program an absolute path to github, google, or some other file-sharing repository, and the Go compiler will find the code and build it into your program. If you want to use OpenGL for rendering graphics, you can search the internet for someone who has already built a version of OpenGL for Go, and put import ("github.com/go-gl/opengl/gl") directly into your code. Viola! Thus hilarity ensues.
Because of course that's not how it really works. Instead, it makes a local copy of that external library. And if you have a local copy, you can edit it. And meanwhile, that person you copied the OpenGL code from? They are also changing their version (fixing bugs, adding features, adding bugs). Therefore there is no guarantee that your version and their version remain compatible: it takes work to maintain compatibility. So when you decide to share development of your project with other people, while "in theory" Go lets you just share the main code, which tells you where to get the imported code, in practice it takes more work than that, because we have to ensure we get the same versions. And that's where Go's feature is kinda hacky. Because it doesn't have a mechanism for doing that.
Why does this matter? Well, when the original programmer on Haunts handed off the code to the community for development, the first problem we ran into is that the code seemed to be.... wrong. We know that there is "working" version of the game, albeit buggy and incomplete. However, we can't use the source code that we have to recreate that game. Firstly, the source simply doesn't compile. It has syntax errors, so there is literally no output- nothing to "run". But the community jumped right in, fixed the problems, and got the game to compile. Now it "runs", but it's not really a game at this point. First, it's horribly slow. Second, it crashes as soon as you try to play the actual "game" (as opposed to navigating the startup menus). Now, this is the kind of thing one expects when developing a game (or any program). There is a bug (or several) that can be found and fixed, and get us back to the same point as the "original". But this is the part the community is struggling with: why? We know it once worked. So now we're in a kind of no-mans land of the original programmer not being unable to help during his transition to a new job and a new city, but none of the new volunteers with enough time to jump into the potentially very hairy problem of figuring out what is wrong in a program they didn't write, in a language they probably don't know, and with the problems potentially being in one or more of a dozen "sub-programs" that are developed by yet other people that we have no connection with.
Can it be done? Yes. The original programmer has now dug up all the original code his build was using and the community has it. Preliminary inspection reveals potentially significant differences, so we’re hopeful that we can make some real progress in the coming weeks.”
And that’s where we’re at. Not what we’d hoped, not even close, but not dead yet. Once we get this conundrum finally solved (which we will), then we’ll put out the call again and try and get things rolling forward at a good speed in the new year. Until then, Happy Holidays! Rick
So basically, the way Go handles dependencies like headers is to hardcode a path to a github repo that has the header you want then download a local copy of that header so you can edit it independently of the repo author because all Go programmers are enlightened perfect angels and this could never cause dependency problems ever. Here's part of the most recent update, which was posted in March, 3 months after the above one:
Things are not going well. There has been no forward progress on the game, although there has been hard work put in trying to get the project back on track. Michael, a backer and friend and programmer, has been volunteering his time to dig into the code and try and see why no one has been able to get a version of the game to compile that even matches the unfinished state it was in when Jonathan (the original programmer) left.
Michael has been unable to get a working version of the game to compile. He reached out directly to Jonathan for help. When Jonathan tried to get the game working from the current code, he also failed. He could not get a version of the game to work either, even using his own computer and expertise. He has not responded to additional requests for aid or insight into solving this very huge problem.
I don’t have the technical expertise to understand exactly how that could be. Michael, who does have the technical expertise, is also at a bit of a loss, other than the fact that the shifting code base of the Go programming language combined with either changes in Lua or OpenGL libraries created some crippling incompatibility that Michael can’t track down and which apparently foiled even Jonathan’s attempt to create a working version.
Yes. Not even the original programmer, with the original files on his original dev machine, can compile the source anymore. Woohoo! May your forehead grow like the mighty oak. |
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Re: Go screwed over the indie game HauntsThe obvious solution to me would be for it to not link to a repository but rather to a given tag (eg v1.2). This at least would be deterministic as to what code you pull. Also, hide the local cache from meddling users; make them fork the project in github if they want to make changes. This actually sounds like a neat feature if it was implemented correctly, one that might elicit a response other than "ugh, yet another language." One of the issues I struggled with when trying to start a FOSS project was how to bundle your dependencies without making it painful on other developers. I spend most of my life pressing buttons to make the pattern of lights change however I want. |
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Re: Go screwed over the indie game Haunts
The obvious solution to me would be for it to not link to a repository but rather to a given tag (eg v1.2).
No. It's a terrible idea. For many, many reasons. Here's a short list: 1. A programming language should not require people to use a *commercial* website for a particular feature to work (and yes GitHub is a commercial website, it's not some fru-fru happy smiling dolphin gift from heaven-- they're in it to make money) 2. Even if you disagree with the above, you must agree it should not require people to use a single commercial website-- either you support *all* code hosting websites or *none* 3. Similarly, it should support either *all* source control systems or *none* 4. Repos can be deleted or made private without the main developer even noticing (since they are working off the cache) 5. (if you accept the tag idea:) tags can be deleted without the main developer even noticing (since they are working off the cache) I mean I already think Nuget on Windows/Visual Studio is a bad idea, but it's nothing compared to this Go bullshit. Not even in the same arena of bad ideas. Not even in the same continent of bad ideas. If your code relies on a library, MAKE A COPY OF THAT LIBRARY AND PUT IT IN YOUR PROJECT. Sure, go ahead and keep a list of the URLs you downloaded it from, and occasionally check for updates, no arguments there. But shit like Nuget or this Go feature will just cause pain 6 months down the road. BTW if you are hemming and hawing about how to send other developers all your dependencies, you have too many goddamned dependencies. Use a language with a better library (like C#) so you don't need 40,000 dependencies to check an email account. BTW, the secondary WTF: how it is possible for Go to fail to compile a program, but also fail to spit out any kind of error message? |
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Re: Go screwed over the indie game Haunts
1. A programming language should not require people to use a *commercial* website for a particular feature to work
2. Even if you disagree with the above, you must agree it should not require people to use a single commercial website-- either you support *all* code hosting websites or *none* I was under the (mistaken?) impression that it was repo-agnostic and just took a git URL of some kind.
3. Similarly, it should support either *all* source control systems or *none* Virtually impossible, but maybe a plugin system would work here.
4. Repos can be deleted or made private without the main developer even noticing (since they are working off the cache)
You've got bigger problems if one of your dependency repos vanish (probably time to find a new library anyway at that point). I consider this an acceptable risk.
5. (if you accept the tag idea:) tags can be deleted without the main developer even noticing (since they are working off the cache)
Maybe possible, but I believe it's considered bad etiquette to purge history without a damn good reason. I spend most of my life pressing buttons to make the pattern of lights change however I want. |
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Re: Go screwed over the indie game Haunts
4. Repos can be deleted or made private without the main developer even noticing (since they are working off the cache)
You've got bigger problems if one of your dependency repos vanish (probably time to find a new library anyway at that point). I consider this an acceptable risk.
It's an issue because, while it still works on your machine due to the cache, you can't send the code to anybody else now. If you had downloaded your own local copy of the library and put it in your project, this would not be an issue. I don't see why "dependency repo vanishes from GitHub" is a reason to find a new library. Unless you assume GitHub is the *only place ever in the history of code ever* someone might want to store their library. The thought of, "oh they might have just moved it to another site" never occurred to you? 5. (if you accept the tag idea:) tags can be deleted without the main developer even noticing (since they are working off the cache)
Maybe possible, but I believe it's considered bad etiquette to purge history without a damn good reason.
Fuck etiquette, we're talking ENGINEERING. We care only for CORRECTNESS, not politeness. And as long as you can delete tags (and you can BTW, I think Git is worse than Satan's armpit and even I know that), then Go's code here is not correct. Just like you can't write a programming language based on one site having a fru-fru happy dolphin image, you also can't write a programming language that relies on etiquette to create correct programs. I mean duh. |
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Re: Go screwed over the indie game HauntsI don't use Go, but looking at the documentation for writing Go code, these people are just full of it. Go specifies libraries by name, or optionally subdirectory and name. Like import ( "flag" "html/template" "log" "net/http" )
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Re: Go screwed over the indie game Haunts
why have a feature to load from a remote repository at all? It just seems to set up people up to get screwed over. Never mind the risks, feel the convenience! Seriously though, I can see no in-principle reason why this is inherently a bad idea even though the way Go does it looks horrible. To make it work reliably you'd need to use content-addressing for the remote stuff (i.e. something akin to a Magnet link) and then automatically cache it locally. Relying on remote components identified by any scheme not inherently derived from the content will inevitably cause the kind of breakage described. As far as I know, git is the only available DVCS based on reliable content addressing. |
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Re: Go screwed over the indie game Haunts
What happens if that source is down? If you're an individual developer, you've got a cached copy; so unless your own backup procedures truly suck, the only time you'll care about that is on the first build.
Or gone forever? If you're an organization, then you'd want to be making an org-level cache of all the content-addressable stuff used on projects inside your org. If the org is really, really simple then "Let's check each developer's workstation to see if they have a copy" might in fact be adequate. "Damn, guess that project went extinct a year ago." That's a general risk you run by relying on externally generated code in any form whatsoever; building support for external library links into the language doesn't necessarily make it any worse, it just moves the point at which you find out you're screwed from build environment setup to an actual build. |
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Re: Go screwed over the indie game Haunts
If you're an organization, then you'd want to be making an org-level cache of all the content-addressable stuff used on projects inside your org. If the org is really, really simple then "Let's check each developer's workstation to see if they have a copy" might in fact be adequate.
I don't think that's ever an adequate solution. Even if I was the only developer, I'd make sure there was a central repository containing every dependency my project had. That's why we run a Maven proxy at my shop. Every developer pulls his artifacts through this proxy (well, unless they change their proxy/mirror settings, in which case you grab the cluebat), so it allows us to make a backup copy from just one location. I've seen software pop up to proxy Nuget as well... That's a general
risk you run by relying on externally generated code in any form
whatsoever; building support for external library links into the
language doesn't necessarily make it any worse, it just moves the
point at which you find out you're screwed from build environment setup
to an actual build.
Look, there's a way to deal with this, and that's putting all of your dependencies into source control.
Even relying on a central cache seems hacky: the very name "cache"
doesn't give me a lot of confidence about its durability. That's all fine until you have a couple of GB checked in. Binaries isn't the same as source code: they never change, they only get replaced by a file with a different name. So just make sure it's available somewhere outside of one developer's machine, and has backups, and leave source control alone. Unless you really have nothing else that is backuped, in which case I'd start panicking. |
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Re: Go screwed over the indie game Haunts
That's why we run a Maven proxy at my shop. Every developer pulls his artifacts through this proxy (well, unless they change their proxy/mirror settings, in which case you grab the cluebat), so it allows us to make a backup copy from just one location. I've seen software pop up to proxy Nuget as well...
And does your IT staff keep perpetual backups? That's all fine until you have a couple of GB checked in. Binaries isn't the same as source code: they never change, they only get replaced by a file with a different name. So just make sure it's available somewhere outside of one developer's machine, and has backups, and leave source control alone. Unless you really have nothing else that is backuped, in which case I'd start panicking.
If you have that many dependencies, you can put them onto a backed-up network drive and be done with it. The only benefit Maven has is it's auto-magical, which I consider riskier than just managing deps myself. "I confess. I've always been a humorist. It is not an accident that the Flounder is usually shown with a smile." |
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Re: Go screwed over the indie game Haunts
That's why we run a Maven proxy at my shop. Every developer pulls his artifacts through this proxy (well, unless they change their proxy/mirror settings, in which case you grab the cluebat), so it allows us to make a backup copy from just one location. I've seen software pop up to proxy Nuget as well...
And does your IT staff keep perpetual backups?That's all fine until you have a couple of GB checked in. Binaries isn't the same as source code: they never change, they only get replaced by a file with a different name. So just make sure it's available somewhere outside of one developer's machine, and has backups, and leave source control alone. Unless you really have nothing else that is backuped, in which case I'd start panicking.
If you have that many dependencies, you can put them onto a backed-up network drive and be done with it. The only benefit Maven has is it's auto-magical, which I consider riskier than just managing deps myself. That's the thing: the proxy automatically dumps the whole thing to a backed-up network drive to let the IT staff make a new (incremental / full) backup every night, so at least in theory I should be able to build our sources from 5-6 years ago completely cut off from the Internet. Granted, I haven't been bored enough to try.
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Re: Go screwed over the indie game Haunts
A game called Haunts that raised $28,000 on Kickstarter. . . when the original programmer on Haunts handed off the code to the community for development. . . none of the new volunteers with enough time to jump into the potentially very hairy problem of figuring out what is wrong in a program they didn't write, in a language they probably don't know. . . the original programmer not being unable to help during his transition to a new job and a new city, Original programmer has left for a new job. Development is left up to "volunteers" in the "community". So what was the $28,000 for? Lunch? A new car? Purple dildos? |
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Re: Go screwed over the indie game Haunts
A game called Haunts that raised $28,000 on Kickstarter. . . when the original programmer on Haunts handed off the code to the community for development. . . none of the new volunteers with enough time to jump into the potentially very hairy problem of figuring out what is wrong in a program they didn't write, in a language they probably don't know. . . the original programmer not being unable to help during his transition to a new job and a new city,Original programmer has left for a new job. Development is left up to "volunteers" in the "community". So what was the $28,000 for? Lunch? A new car? Purple dildos?
$28k is enough to keep a decent programmer employed for a few months, tops. It's less than peanuts compared to the budget of the average game, especially since coding is just a small part of the overall project. I spend most of my life pressing buttons to make the pattern of lights change however I want. |
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Re: Go screwed over the indie game HauntsThough I see now (video relevant) that they were plugging it as an already-playable game that just needed some polish and bugfixes. It actually looks like a game I wouldn't mind playing; maybe I can donate a little time to reviving it, though I don't know what to make of the silly toy language they wrote it in. I spend most of my life pressing buttons to make the pattern of lights change however I want. |
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