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Simpsons Hit and Run source code (2003)

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Re: Simpsons Hit and Run source code (2003)

#31

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?

I joined Radical Entertainment a few years after Hit & Run, and I can confirm that it was filled with very good engineers (and artists!), with really solid hiring and leadership. It wasn't without its flaws, but it was an excellent place for new and experienced developers alike.

Ultimately the transition to 360/PS3 and the massive increase in production value and challenges cracked the company - or, depending who you ask, it was just the Activision merger with Vivendi (owner of Radical).

Re: Simpsons Hit and Run source code (2003)

#32
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

I think they chose Springfield specifically because how generic a name it was. It is a very common name across many states (might be the most common place name in the US). Groening is from Oregon though.

Re: Simpsons Hit and Run source code (2003)

#33
post #3

Earlier quoted context omitted.

Torrents don't work well in most of the world due to asymmetric upload/download speeds.

Torrents handle most people leaching if at least a handful of people are seeding. Westerners with fat upload pipes can support everybody else. At a bit less than 5GB, this is the perfect candidate for a torrent. Small enough to reasonably seed to a high ratio, while so large that it apparently puts me over mega's transfer quota for my IP..

I'm not sure about upload specifically, but recent lists of countries sorted by average download speed puts a lot of non-Western countries (in the sense of lack of European influence, etc.) near the top of the list.

But your point stands that the large pipes, wherever they are, can support the RoW.

Re: Simpsons Hit and Run source code (2003)

#34
post #3

MEGA? Have kids these days not heard of torrent

Torrents don't work well in most of the world due to asymmetric upload/download speeds.

Low upload speed doesn't matter if there are enough peers. I'd argue BitTorrent was designed with this limitation in mind.

Re: Simpsons Hit and Run source code (2003)

#35
post #23
post #22

Earlier quoted context omitted.

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?

Some v92 "winmodems" were more glorified sound cards so needed CPU. If the PC was busy, sonetithe line could drop. A 33.6 would be hardware, so there could be a time when slower becomes faster due to CPU load.

All external 56k modems were hardware, some people wouldn't risk an internal card for fear of ending up with a driver based device.

Ah good ol' days of BBS and wvdial for internet.

Re: Simpsons Hit and Run source code (2003)

#36
post #17

This is a blast from a previous lifetime! I worked at Relic Entertainment during that time. Both Relic and Radical's offices were in Yaletown in Vancouver at that time, IIRC. Radical ended up moving to Main & Terminal. I worked on Company of Heroes and Dawn of War during this era. The code looks very familiar. It's the same style of C++. The code looks very similar to Homeworld. https://github.com/HomeworldSDL/Homewo…

I will always remember Company of Heroes fondly, played it a lot with my friends. Such a well made game with much attention to detail and a great sense of humor. Sadly, the magic was lost in the newer versions.

Re: Simpsons Hit and Run source code (2003)

#38
post #31

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?

I joined Radical Entertainment a few years after Hit & Run, and I can confirm that it was filled with very good engineers (and artists!), with really solid hiring and leadership. It wasn't without its flaws, but it was an excellent place for new and experienced developers alike. Ultimately the transition to 360/PS3 and the massive increase in production value and challenges cracked the company - or, depending who you…

I was sad when Radical Entertainment went away (no longer doing their own games). Loved the prototype game series. Hoping it somehow comes back.

Re: Simpsons Hit and Run source code (2003)

#39
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.

I think your answer makes more sense. The whereabouts of the show's location is a recurring joke:

https://simpsonswiki.com/wiki/Evidence_for_the_location_of_S...

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