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Simpsons Hit and Run source code (2003)

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Re: Simpsons Hit and Run source code (2003)

#61
post #59
post #13

For fans of the game, Reubs on YouTube[0] has been remaking the entire game and all its assets using modern engine/tools/etc. It’ll obviously (but regrettably) never get released to the general public, but it’s fun to watch and see what maybe could’ve been. [0] https://youtube.com/@reubs

I don't understand that, why spend so much time making something only to never release it?

The product that he is releasing are the videos of him remaking the game.

Re: Simpsons Hit and Run source code (2003)

#62
post #59
post #13

For fans of the game, Reubs on YouTube[0] has been remaking the entire game and all its assets using modern engine/tools/etc. It’ll obviously (but regrettably) never get released to the general public, but it’s fun to watch and see what maybe could’ve been. [0] https://youtube.com/@reubs

I don't understand that, why spend so much time making something only to never release it?

For fun? To learn? Having an engaged audience of over 1/4M also helps.

Re: Simpsons Hit and Run source code (2003)

#63

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?

SerenityOS's codebase is extremely clean:

https://github.com/SerenityOS/serenity

Re: Simpsons Hit and Run source code (2003)

#64
post #23

Earlier quoted context omitted.

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.

> due to CPU load

Or you get the damned Lucent/Agere drivers mess the things and transfer garbage instead of data. I still has some mp3s with garbled parts from these times and with 128kbps it's quite audible.

Re: Simpsons Hit and Run source code (2003)

#65
post #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 wi…

singeltons are rather common in game code, it's not that bad. What's wrong with ifdefs for platform specific code though? Alternative is to have different compile-time paths.

Re: Simpsons Hit and Run source code (2003)

#66
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…

Hey - thank you for Dawn of War. My gateway drug into the long dark spiral of plastic and paint despair that is Warhammer 40k.

Amazing game.

Re: Simpsons Hit and Run source code (2003)

#68
post #59
post #13

For fans of the game, Reubs on YouTube[0] has been remaking the entire game and all its assets using modern engine/tools/etc. It’ll obviously (but regrettably) never get released to the general public, but it’s fun to watch and see what maybe could’ve been. [0] https://youtube.com/@reubs

I don't understand that, why spend so much time making something only to never release it?

You state you will never release it avoid take down, and then when it’s done you “accidentally” get “hacked” and let the Streisand effect handle the rest. It’s either that or developing a remake in complete secrecy and drop it on the internet as a fait accompli.

For examples of what happens if you don’t employ underhanded tactics, take a look at AM2R or the Chrono Trigger remake.

Re: Simpsons Hit and Run source code (2003)

#69
post #46

The release note has some nasty casual homophobia. Eurgh. https://github.com/Svxy/The-Simpsons-Hit-and-Run/releases/ta...

Unfortunately you really can't distinguish if it's actually empowering ironic homophobia of a queer individual or not. Wouldn't take it too seriously, it's the internet after all.

Re: Simpsons Hit and Run source code (2003)

#70
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…

Hey - thank you for Dawn of War. My gateway drug into the long dark spiral of plastic and paint despair that is Warhammer 40k. Amazing game.

Apparently Boltgun (new FPS) is a 40K game and has been getting rave reviews from FPS youTubers
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