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Far Cry 1.34 source code (2006)

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Re: Far Cry 1.34 source code (2006)

#61

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…

And it still was very successful as a game. I think this is a great example of "perfect is the enemy of good", especially for game development.

Re: Far Cry 1.34 source code (2006)

#62
post #12

I remember when Far Cry came out. Around the time, Doom 3 and Half-Life 2 were the most anticipated games for quite a while, mostly because they promised graphics far ahead of anything released so far. But as they were delayed multiple times, Far Cry stole a lot of their thunder when it came out months before them, with similarly impressive graphics. We don't see technically ambitious PC exclusive games like this any…

Huh? That doesn't seem right. We absolutely have ambitious games on pc that bring generational leaps in graphical fidelity. Like the Witcher 3, which was absolutely stunning when it first released. Similarly (although originally a console exclusive) Red Dead Redemption 2 looks incredible on PC. We also have releases like Hellblade: Senuas Sacrifice which pushed the limit of what was possible to achieve with limited r…

Most ambitious games are now primarily developed for console while only being ported to PCs. Cyberpunk 2077 was apparently primarily optimized for PC (while still being a cross platform title) but that's an exception.

Re: Far Cry 1.34 source code (2006)

#63

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…

Sounds like a real world project that focused on shipping a good game rather than have perfect code.

There is a reason perfectionist devs do not run big projects. They focus on minutiae rather than the big picture.

Even in my own experiences, one of my most successful projects (eventually acquired by Amazon) was a quickly written hacked together project that solved a big issue well. Over time it became better engineered but it taught me successful projects are about market fit, not code quality, especially super minor things like antipatterns.

Re: Far Cry 1.34 source code (2006)

#64
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

I wonder how many people still program modern game engines? Sometimes it feels like everybody just take the newest release of the Unreal Engine and drops assets and scripts into it.

Just to be clear, I am not saying that there are no alternative engines, just that these things are so complex that there are very few people, who dare to compete with Unreal.

Re: Far Cry 1.34 source code (2006)

#65
post #15

maybe someone is trying to cause trouble for archive.org by putting such clearly violating content on there

I think that's unlikely, it's a drop in the bucket at this point. Last I heard they were hosting Nintendo ROMs, in unarguable infringement of the copyrights.

They were also hosting the release doom wad files for multiple versions last time I checked.

Re: Far Cry 1.34 source code (2006)

#66
post #59

Earlier quoted context omitted.

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.

I see what you are referring to.

But I don’t think it is just simple HDR tonemapping, it doesn’t do that, but rather some type of color grading going on. The bottom is over saturated and over contrasty.

Re: Far Cry 1.34 source code (2006)

#67
post #48

Earlier quoted context omitted.

I think that's unlikely, it's a drop in the bucket at this point. Last I heard they were hosting Nintendo ROMs, in unarguable infringement of the copyrights.

Well that sounds bad. Are they all-in on piracy like their server is hosted on international waters or rotating between some whack-a-mole servers from like kazakhstan and mongolia and eswatini?

Yup. Hosted on a server farm aboard a repurposed cargo ship flying a pirate flag roaming international waters, spending its life evading the coast guard, using starlink satellites to provide connectivity to the rest of the world. The crew is made up of former cyber criminals evading the law from their home countries for hacking related offenses, along with a few actual Somali pirates or random killers and war criminals. They have the greatest collection of pirated software, raw leaks and rare media files that you won’t find anywhere else.

Re: Far Cry 1.34 source code (2006)

#68
post #15

maybe someone is trying to cause trouble for archive.org by putting such clearly violating content on there

This is a good point. What is archive.org's policy with regards to "leaked" (unlicensed) source code? I imagine they need to remove it.

If the content owner DMCA strikes it, they'll remove it. If not, it's not really their problem. Basically the same way the rest of the internet works.

Re: Far Cry 1.34 source code (2006)

#69
post #48

Earlier quoted context omitted.

I think that's unlikely, it's a drop in the bucket at this point. Last I heard they were hosting Nintendo ROMs, in unarguable infringement of the copyrights.

Well that sounds bad. Are they all-in on piracy like their server is hosted on international waters or rotating between some whack-a-mole servers from like kazakhstan and mongolia and eswatini?

No, they just follow DMCA claims and there's no real issue. They are under no obligation to police themselves.

Re: Far Cry 1.34 source code (2006)

#70

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…

People who work on such projects tend to focus on finding solutions to difficult problems and many things that you would consider weird or bad could be there because they were part of a solution, either at the time or sometime in the past in a previous project.
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