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Far Cry 1.34 source code (2006)

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Re: Far Cry 1.34 source code (2006)

#52
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

Most of the old engines have been modernized. IoQuake3 for Open Arena, Doom3, even the Quake 1 src it's not the same as the one ID released. And I am not talking about DarkPlaces, but QuakeSpasm, SDLQuake...

Re: Far Cry 1.34 source code (2006)

#53
post #9

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.

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.

Oh man, I remember building a new PC for Falcon 4.0. I think I still have the manual binder somewhere. I didn’t actually stick with it for that long in the end - I should check out what the community has done in the meantime!

Re: Far Cry 1.34 source code (2006)

#54
Let'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

- 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)

#55
post #31
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

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.

Same thing with Heroes III - they talk about “breaks” and chains and things on multiplayer and it just blows me away.

Re: Far Cry 1.34 source code (2006)

#56
I'm curious about the legal side of copyright and code.

If 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)

#57
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

You can take a look at Amazon Lumberyard which is free. It's based on CryEngine, which is behind Far Cry.

Crytek and Crysis, not Far Cry.

Edit: I stand corrected, it was Crytek and the CryEngine

https://en.m.wikipedia.org/wiki/Far_Cry

Re: Far Cry 1.34 source code (2006)

#58
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.

Absolutely, and those releases weren't even that old (There are so many things that I learnt from tinkering with the Quake 3 source code in 2007, I am still very happy and grateful that I had the opportunity at the time. My understanding of topics like real-time applications, AI, platform independent code and debugging would be very different if that code would not have been released.

Re: Far Cry 1.34 source code (2006)

#59

Earlier 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.

Somewhat, you can still see how the sky looks unnatural from the HDR effect which just ruins everything. The top is a more natural realistic sky. Shoreline is kinda weird too.

Re: Far Cry 1.34 source code (2006)

#60

Let'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…

About half of those are because of "performance", which in game engines is more important than future-proofing for maintenance that will likely never occur.
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