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Simpsons Hit and Run source code (2003)

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Re: Simpsons Hit and Run source code (2003)

#21

This is the most clean, grokkable, readable C++ code I think I've ever read. I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax. Is this game code uniquely well written or am I often looking at the wrong codebases?

Have a look at KDE, I've always found most of their projects to be well written.

Re: Simpsons Hit and Run source code (2003)

#22
post #16
post #12

20 year old "leaked" code that was apparently previously leaked at some point but no one noticed the first time around. :) I really did love this game back in the day though.

It finally finished uploading on dial-up ;) Yea surprisingly fun game given the premise. Up until that game I thought he Simpson's lived in Illinois instead of Oregon

Just upgrade to the 56k baud already. :) I still think Groening was trolling with his Oregon comment. It's still every Springfield in the US.

Re: Simpsons Hit and Run source code (2003)

#23
post #22
post #16

Earlier quoted context omitted.

It finally finished uploading on dial-up ;) Yea surprisingly fun game given the premise. Up until that game I thought he Simpson's lived in Illinois instead of Oregon

Just upgrade to the 56k baud already. :) I still think Groening was trolling with his Oregon comment. It's still every Springfield in the US.

Didn't 33.6 modems offer higher upload speeds than 56k?

Re: Simpsons Hit and Run source code (2003)

#25

This is the most clean, grokkable, readable C++ code I think I've ever read. I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax. Is this game code uniquely well written or am I often looking at the wrong codebases?

Was pleasantly surprised by the comments. But while the codebase is grokkable (every line is simple), it's brittle [1]. Not saying it's a big deal: brittle codebases are fine when the codebase is only going to be touched by a small amount of people. Less so when the code is going to be used and modified for decades by thousands of people (in OS, compilers, browsers...).

[1] Unchecked assumptions everywhere, #ifdef with platform specific code everywhere, singletons everywhere. Only spent 5 minutes browsing the code, I'm sure there's more examples.

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