Live data from Hacker News

Far Cry 1.34 source code (2006)

archive.org

1–10 of 547 posts

Re: Far Cry 1.34 source code (2006)

#2
I wish companies would just opensource really old engines for educational purposes.

Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder.

Would boost the pipeline of talent for the entire industry

Re: Far Cry 1.34 source code (2006)

#3
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Re: Far Cry 1.34 source code (2006)

#4
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

Old engines are very far from the current way is doing things. You might learn a lot, but you won't learn what you need to program modern games

Re: Far Cry 1.34 source code (2006)

#6
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Even he had some challenges with releasing Doom:

> The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows.

I would assume it's a lot more complicated today. Even the most simple programming projects tend to have a ton of dependencies nowadays.

And it doesn't even account for the fact that you might be killing future projects by handing out the blueprint of old games. Would Assassin's Creed Valhalla exist if we had 100 clones of Assassin's Creed III?

Re: Far Cry 1.34 source code (2006)

#7
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

Old engines are very far from the current way is doing things. You might learn a lot, but you won't learn what you need to program modern games

It‘s still interesting to see how certain challenges have been solved back in the day.

Or as a case study in what _not_ to do today. For example, Quake‘s ingame console commands were stored in a linked list. I believe looking up a command was a linear search through that list. You wouldn‘t do it like that today.

Re: Far Cry 1.34 source code (2006)

#8

Earlier quoted context omitted.

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Even he had some challenges with releasing Doom: > The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows. I would assume it's a lot more complicated today. Even the most simple programming p…

> Would Assassin's Creed Valhalla exist if we had 100 clones of Assassin's Creed III?

Probably, unless they all had the budget to create a shit ton of new assets and replace the old ones. And the code was released with a license that allowed commercial use.

Re: Far Cry 1.34 source code (2006)

#9
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Falcon 4.0 (1998) had a source code leak after Microprose went bankrupt and just like Doom it also had many community forks.

Its still alive and kicking today as Falcon BMS.

Re: Far Cry 1.34 source code (2006)

#10

Earlier quoted context omitted.

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Even he had some challenges with releasing Doom: > The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows. I would assume it's a lot more complicated today. Even the most simple programming p…

The secret sauce is more than a 10 year old engine.
Post reply on HN