I think the next 10 years or so are going to see a chucklefuck of games reversed thanks to LLMs, which can easily pattern match and operate on contrivedely optimized assembly and output reasonably accurate C/C++ code. I’m one of many right now using Ghidra + LLM workflow. It’s doing the thing it needs to and I’ve helped several communities revive and port their games this way. It is a huge time saver. While I’d perso…
I added several quality-of-life features / UX improvements to a very old game, “Deadlock: Planetary Conquest”[0] I had no idea how to do any of this. I let GPT-5.5 download Ghidra + MCP connectors, start the project, and do all the work. I gave it my vision and gave it iterative user testing feedback. Now I have a MUCH more playable UX. O: https://store.steampowered.com/app/328440/Deadlock_Planetary...
Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
271–280 of 302 posts
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#272In the old days this would have required a proper team...
Fable contributed 19 commits; that's well within a solo effort.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#273I vibe code myself to sleep and implemented a rewrite of civ1 in Common Lisp. It works well, has all the DOS nostalgia I wanted (uses the same sprites etc.) 10/10 will continue doing this kind of shit.
Kudos to you. Every time I try to vibe code myself to sleep I blink once and it's 5am. Creating is too much fun. Any tips?
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#274Earlier quoted context omitted.
The mild alarm for me is that this won't be limited to just games. I've spent almost 30 years building applications for the web. I've been switching my attention to different models of distribution in part because I see a desire for people to not be paying monthly seat subscriptions, but also because it can simplify my own operations - I want to move to a solo indie dev model, and giving you an executable you run mea…
One area I think is really going to get slaughtered by LLMs are marketplace plugins. Those monthly fee plugins people release for things like Jira, Shopify, Salesforce, etc. There's a subset of those that don't have some backend that's hard to replicate, and asking an LLM to reverse engineer and make your own plugin is trivial.
If you already have engineers on staff, a few tens (or even hundreds) of dollars per month per plugin is likely a rounding error budget-wise. If you don't have your own engineers, you're probably not going to be able to produce something as good (reliable, well thought out, etc) as a commercial offering.
I had the same gut reaction as you, but the reality is much more subtle. We work with several clients who are bought into at least one of these ecosystems, and there's no way the math ever works out in favor of building an in-house solution.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#275Earlier quoted context omitted.
I hate hate hate level scaling. I believe they also introduced it to WoW, which ruins the power fantasy of going back to a lower level area and kicking butt, or the fear of venturing in a higher level area and hauling ass out of there. I agree, lazy game design.
I agree, I don't like it either. But... how would they then implement a world where you can wander everywhere? What it brings to the table is that you can wander across the world and not become terribly outmatched as soon as you wander "too soon" to an area. My gaming preference is to go to an area as per game design, so the fact that I would be outmatched does not bother me and would prefer it that way. I do, howeve…
You can still work around this without resorting to level scaling. You can give players an exploration option that avoids fighting, but sacrifices something else (ie., you can explore as a ghost, but can't take any loot with you). You can give low-level players some kind of newbie buff that will keep them alive (but won't allow them to win). You could make the perception of the world level dependent. You could also just scale locations or regions once, so that if a player reaches it at a low level, it'll become easier, and if you get there at a high level, it'll become the de facto endgame area. You could also just not implement leveling at all: The Bard's Tale (remake) was a bit like this.
Leveling up is not fun if it doesn't have an impact on how your character interacts with the world. If you're going to use level scaling to make leveling a no-op, it's often better to just go the action-adventure route and not pretend the game is an RPG. Seriously: what's the point of pumping my Strength stat if Villager A always has enough vitality to offset any gains on my part? It's especially grating if it's the same village and the same villager, revisited 40 hours later, and it still takes 3/4 of your health in a hit.
I don't think naive level scaling (Oblivion/Skyrim-style) is the right solution for "let the player go anywhere they want from the start". It's certainly a solution, but not a good one. A more nuanced mix of story justification, natural movement limitations (distance, special skills needed to get somewhere), level/area design (make areas with harder enemies less likely to be visited first), some non-combat exploration options, etc. all seem like a better way of letting the player experience open-world freedom without taking away the RPG progression "from zero to hero" from them.
I played a lot of Might and Magic VII back in the day (a few years before Morrowind IIRC). It was a huge world and you could go anywhere after getting off the tutorial island. Some endgame areas were gated behind lengthy quests, some areas were inaccessible without reaching them "the hard way" for the first time, others were impossible to reach without special skills or items, and there were skills/spells (invisibility, fly) that allowed safe passage through high-level areas if needed. Taken as a whole, it gave you a lot of options in terms of where to go at any given time, protected you to some extent from getting insta-killed because you made a wrong turn, but didn't make exploration trivial or level progression pointless. When you give players freedom, you should also allow them to commit suicide by charging at a horde of dragons while underleveled and underprepared. Trying to make the whole world immediately accessible is the kind of handholding that is actually limiting in the long run, and takes away an important part of the RPG experience. I don't think there are many CRPGs outside of TES that use level scaling - personally, I only experienced one in Wizardry 8, and it was way less absurd than Oblivion (areas had level ranges - you won't get an endgame area mob to be level 1 if you happen to reach it at that level yourself, and Villager A in starting area won't ever get to level 20 if you revisit it later).
So, between some limited/partial scaling and all the other design choices you could make, using Oblivion-like level scaling to "make the world accessible" is just bad, lazy design to me.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#276Earlier quoted context omitted.
> > It's merely enhanching an existing macOS version to also run on iOS, which tbh is very trivial and not at all impressive for any LLM. It's so crazy to remember sitting in front of W3Schools after school trying to learn PHP to create a website, and hear people today saying it isn't very impressive a fucking machine can automatically translate/port code from one platform to another, even a machine doing that with P…
> Still, I'd wager it seems interesting enough, given it's on the front page right now. It's a good example of AI psychosis I guess, people reading things into a headline which they want to be true, no matter what reality says ;) When you look at the commit history, the actual changes come down to a few dozen lines of code, all of them absolutely trivial, and most of those code changes seem to be cherry-picked bugfix…
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#277Earlier quoted context omitted.
> Then the title is incorrect. Generals has been on the macOS App Store for years. Neither the HN submission or GitHub repository says it's first or novel though? Just that it's (another) port of it?
The HN title makes it sound like Fable did the port from the original code base to macOS and iOS, but this is very wrong (the project's readme does a much better job). It's merely enhanching an existing macOS version to also run on iOS, which tbh is very trivial and not at all impressive for any LLM. The actually important work (of making the original code release portable and then create Linux and macOS ports) had a…
Have you ported a desktop title to mobile? It is NOT trivial. This is the next step in a continuing chain of work that builds upon the next and next person's work, but this is not a trivial step. If it was so trivial, why hadn't it already been done?
The jump to Apple Silicon is net-new work, and they aren't trying to pretend they did more than they did.
> This fork — the iOS/iPadOS port (arm64-ios cross-build, DXVK-on-iOS, touch controls, app lifecycle, packaging) and engine fixes, offered upstream
They are even asking you to support the original creators on Steam, so they are getting a cut. No one is stealing assets. I would love to see more of this sort of work being done out in the wild, not discouraging it. Were previous steps harder? Absolutely. Doesn't that invalidate this step? No.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#278So if you're just gonna do a clickbait project...why pump the competition?
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#279Earlier quoted context omitted.
FYI, AI isn't fond of a goddamn thing. They have token prediction quirks that don't follow typical English.
Few ever cared. Find one non-pedant who would object to the personification that follows: "The evening settled over the city, drawing the light out of the streets one corner at a time. Windows blinked awake with lamplight, and the wind moved through the alleys restlessly, leaves brushing against walls before gathering themselves along the pavement. In the distance, the river kept its steady argument with the stone em…
https://web.archive.org/web/20190825132048/https://patriciae...
See also "wind moved restlessly", "weather became angry". And raging storm? I mean come on... I won't even put that last one in quotes.
And like a sibling reply pointed out, personificiation is not the same as anthropomophism. Nor is plagiarized personification. It has no inner thoughts, and no fondness of anything. It's nothing but a cheap, superficial facsimile of human writing and nothing more. Great for form filling and boilerplate though. Not so great for anything else.
Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable
#280> rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal Am I reading that right? It makes API calls that go through 5 different layers before actually getting rendered? That's kind of crazy. I'm surprised it works, although I guess the underlying libraries are solid enough that it shouldn't be unexpected.
Apple never released a driver that supports Vulkan out of the box, therefore MoltenVK was born, which translates Vulkan IR to Metal source then recompiles to Metal shaders. This was the pipeline in Proton for macOS (I'm not sure if it's still is the case, been quite a while since I checked).