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…
Far Cry 1.34 source code (2006)
61–70 of 547 posts
Re: Far Cry 1.34 source code (2006)
#62I 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…
Re: Far Cry 1.34 source code (2006)
#63Let'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…
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)
#64I 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
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)
#65maybe 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.
Re: Far Cry 1.34 source code (2006)
#66Earlier 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.
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)
#67Earlier 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?
Re: Far Cry 1.34 source code (2006)
#68maybe 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.
Re: Far Cry 1.34 source code (2006)
#69Earlier 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?
Re: Far Cry 1.34 source code (2006)
#70Let'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…