there are 370 TODOs in the code lol
Far Cry 1.34 source code (2006)
51–60 of 547 posts
Re: Far Cry 1.34 source code (2006)
#52I 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)
#53Earlier quoted context omitted.
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)
#54- Multiple inheritance
- Over-abstraction
- Excessive identifier prefixing and suffixing
- Use of friend
- Use of bit fields instead of bools
- Inconsistent mixture of custom and built-in int types
- Direct storage of pointers instead of reference-counted containers
- Custom (and likely broken) _smart_ptr
- Cancerous coding style that adds too many lines
- Functions with 7+ arguments
- Lots and lots of duplicated code
- Inadequate use of const
- Inconsistent coding styles
- class name and base classes at the same indentation level
- Redundant prefixing of directories ~~and namespaces~~ with the name of the project
Edit: My bad, they don't use namespacing at all. It's a flat namespace. At least they don't using namespace std.
Re: Far Cry 1.34 source code (2006)
#55I 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
As an aside, have you played red alert lately. Holy crap. I tried a while back and it's like people have just been studying that game non stop since I was a kid. I got owned. But year totally agree. I sort of think that with a smart OS license for game IP you could put a lot of stuff into the public domain and it would flourish in really interesting ways like fan fiction.
Re: Far Cry 1.34 source code (2006)
#56If you have a closed source game and copyright expires then how does that affect the sources?
Do closed source games not require the sources to be released after copyright expires?
Re: Far Cry 1.34 source code (2006)
#57I 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
You can take a look at Amazon Lumberyard which is free. It's based on CryEngine, which is behind Far Cry.
Edit: I stand corrected, it was Crytek and the CryEngine
Re: Far Cry 1.34 source code (2006)
#58I 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)
#59Earlier quoted context omitted.
Have you compared it to screenshots from Far Cry 1, or to your memory of the game? Far Cry 1 was a beautfiul game, absolutely, but the new iteration clearly does look a lot better than the original.
Yeah, take a look at this photo: https://i.redd.it/rfvm4j1j9m391.jpg Looks like a lot of improvement to me.
Re: Far Cry 1.34 source code (2006)
#60Let's see how many antipatterns: - Multiple inheritance - Over-abstraction - Excessive identifier prefixing and suffixing - Use of friend - Use of bit fields instead of bools - Inconsistent mixture of custom and built-in int types - Direct storage of pointers instead of reference-counted containers - Custom (and likely broken) _smart_ptr - Cancerous coding style that adds too many lines - Functions with 7+ arguments…