Today, we'll review the source code for RE3- the reverse-engineered C++ source code for Grand Theft Auto III and Vice City. We'll look at the code for Pedestrians, Vehicles, Cops, and Gangs.
Пікірлер: 686
@caiocouto34507 ай бұрын
wow i wasn't expecting the code to be so readable, it's kinda common big projects have complex codes you can't follow along easily
@WhiteTree977 ай бұрын
It's reverse engineered. The original one is probably a monkey shit throwing trash.
@zurboz70987 ай бұрын
@@WhiteTree97 ikr i was gonna say that
@TheDjarto7 ай бұрын
@@WhiteTree97😂😂😂too accurate
@jupiterapollo49857 ай бұрын
@@WhiteTree97 A little harsh, but probably completely accurate 😂😂😂
@typechecked90697 ай бұрын
just goes to show how much optimization the compiler does under the hood. the underlying assembly must've been pretty neat (thanks to the compiler turning bad rockstar code into nice assembly)
@JensN1137 ай бұрын
This is so cool. I am currently learning C++ and always thought about how big projects are structured and certain things are implemented
@adsadam17 ай бұрын
I wouldn't look to video game development for good practises though 😅
@jordan42207 ай бұрын
As someone who has worked with c++ for 10+ years, this code looks like something an intern would write. I do like the forward declarations in the headers, but I think that's pretty common in game development
@omaewamoushindeiru33037 ай бұрын
@@jordan4220what exactly is your work in your company?
@CygnusX-117 ай бұрын
it's like magic
@ShrikeGFX7 ай бұрын
These are terrible structures they have
@wlockuz44675 ай бұрын
I am not even a C++ dev but this code was so easy to understand. The variable naming and logic almost makes it feel like reading natural language. "If x is y, do z" etc.
@DivineComedia4 ай бұрын
and now AI 's are getting into it to increase efficiency and dexterity of Devs
@pinekel89872 ай бұрын
@@DivineComediaAI is a joke
@sytnoff1Ай бұрын
@@pinekel8987nah bro wait for devin to replace y'all
@pinekel8987Ай бұрын
@@sytnoff1 who's devin?
@sytnoff1Ай бұрын
@@pinekel8987 bingo you are not into internet much ,you will get to know it
@IronEducation7 ай бұрын
Having one weapon class stacked with a huge switch case statement sounds bananas but the rest of the code looks pretty clean. This was really interesting!
@exilednivera7 ай бұрын
I guess it was mostly issue of early gamedev as there were no engines like unity back then and I think people were following mostly the idea "don't fix what is not broken" allowing thus weird structures in code and logic just to make it done instead of banging their head to make it pretty. I recently starting to find this approach relatively viable if only certain team works on the project and until the point you decide to create it more maintainable. So currently my opinion on code is: First implementation can be anything that works, if features update starting to touch that piece of code a lot it will require revision.
@fishthefirst7 ай бұрын
@@exiledniveraYour opinion is known as technical debt
@n00bma5ter697 ай бұрын
Yeah I thought it would have dynamically called the class based on weapon type. Would love to know the backstory to these little things like "yeah we let the intern loose on that. It worked so we left it"
@tomquareme37877 ай бұрын
Probably because a switch statement is faster than doing a vtable lookup for polymorphism. For a switch statement the compiler generates a jump table and there is no indirection of code; you just jump to the code which needs to be executed. In a vtable you have an indirection to another method with an extra cost of dereferencing a pointer. If I recall correctly virtual methods can also cause cache misses due to the vtable lookup, dereferencing and indirection. The use of a switch statement here probably serves as an optimisation. In game programming, especially back in the days, it is common practice to ditch virtual methods in favour of switch statements, use array based data structures instead of pointer-based ones like linked lists.
@markminch19067 ай бұрын
People keep saying this and implying that its like intern level code, but it really just shows how little exposure you have to anything outside of OOP code and don't understand c++ that well. using Switch statements are way faster than performing dynamic dispatch using inheritance. When using an dynamic function in C++ you are working with a pointer that has to be dereferenced, which is slow, then you have to perform a look up on the VTable to find the right function. And if that isn't bad enough you can't inline dynamic functions. Switch statements can call functions that are able to be inline and don't have to use a VTable, now normally you would have functions inside of the switch statement that are all in one compilation unit, and this stays clean because you can look at all the different implementations of the gun in one file, which is quite nice for code read ability, unlike a lot of OOP code where multiple classes exist in different cpp files and you have to go from file to file across your code base to see how different versions of the the inherited functionality is used. There are lots of good reasons to use procedural programming practice, along with learning functional programming practices, I recommend not calling code messy just because it doesn't conform to the only programming style you seem to know @@n00bma5ter69
@alexandermeneses56887 ай бұрын
I remember I got into programming because of GTA modding so looking at this kinda brings me back to those years. Great video
@Puxi6 ай бұрын
I worked on the Spider-Man Game, I was a graphic designer and they made me design some trans and gay flags for folks like you.
@thecubeheadguy67476 ай бұрын
@@Puxi uh what?
@ihatetomatoees5 ай бұрын
@@Puxiyou should love yourself, NOW 🤗
@dancelphyt99063 ай бұрын
For me its Java because Minecraft moding 😂
@pixelcatcher1232 ай бұрын
Same, not only gta but gaming @all
@Nomadnetic6 ай бұрын
This is really fascinating to look at in depth. I used to make mods for GTA 3 around 2002-2003, and was always hampered by the limits of the engine. I haven't been in that scene in years so I wasn't even aware of this project. Great video.
@Sam-rr4ek5 ай бұрын
That's really cool
@modables8 күн бұрын
u been making mods longer than I been alive 😭😭 what kind of mods u made?
@Brmngm7 ай бұрын
I like it! Definitely will watch more as if there’s not enough code reviews have to be done at work. Maybe it’s your voice that makes it so satisfying)
@raveschwert7 ай бұрын
My dad used to hide this game from me when i was little. Felt great to revisit this gem of a game in code form
@18PregnantAndProud7 ай бұрын
why did he do that
@sleepi55507 ай бұрын
@@18PregnantAndProud GTA isn’t really the most child friendly game lmao
@techgamer15977 ай бұрын
now you can just program it yourself if he was to hide it again
@bapoTV7 ай бұрын
mine would mod it to remove all pedestrians and just left the traffic so I only could steal cars and drive
@Zer0.-_6 ай бұрын
You guys don't realize that back in the late '90s and early 2000s there was still a lot of incorrect thinking that violent video games and movies directly caused kids to become violent and psychotic. This has since been disproven via psychological studies, but it was a common talking point back during that era. In fact you can still see some people clinging on to that incorrect belief to this day if you ask enough people.
@FrankTalksFinance6 ай бұрын
As a CS student it is refreshing to see this code being so "simple" and kinda relatable to what we are tough in school. You would think in the real world they would use some crazy logic and algorithms. It is nice to see the switch and the if statements lol
@S-Kara6 ай бұрын
hoy hoy the switch and if statements are one of the backbones of any programming at all what's hard about CS study case vs IRL work case would be the decisions of said codes, analyzing your company's needs and ideal business process, and many other stuffs. Not forgetting working under more strict deadlines, dealing with tons of things to do with minimum resources, etc.
@okko77886 ай бұрын
Keep in mind this is reverse engineered like specified at the start of the video. That still might say a few things about code you can see in the wild
@halfbakedproductions78876 ай бұрын
I've seen some of the leaked/stolen GTA V code. Apart from the file I saw having over 10k lines (which isn't even really an issue per se) it was very readable, clearly structured, the function names and signatures were pretty clear and descriptive. Not too many comments, but you don't always need them. I also didn't see any truly scary or horrible C++ concepts (no sign of the dreaded reinterpret_cast etc. From what I can remember) and I understood about 90% of it, despite not really being a C++ expert. Can't quite remember what that file did, but I think it was logic governing humans interacting with different types of object in the game world e.g. getting into a car, getting out of a car, what happens if you encounter another pedestrian and bump into them etc.
@everyusernametaken116 ай бұрын
There is crazy logic and algorithms involved in these games. Lighting, car physics, etc, which all need to be efficiently implemented.
@Tux0xFF6 ай бұрын
Its actually the inverse, in school it is more complex(for grading), code implementation of things that will never be found in real world code
@WellActualllyyy6 ай бұрын
this is really cool. i’m learning how to code and it’s nice seeing how clean and easy to read this stuff is
@LuisMunoz-fq7de5 ай бұрын
Really Cool !!! Keep making content like this, it's very interesting. Found myself watching the entire video surprisingly
@ankk986 ай бұрын
Wow, I learned so much from this video. Keep making videos on popular source code review.
@RAPHAELSCАй бұрын
That enum trick to keep track of how many items you have in the enum was awsome!
@papafhill91267 ай бұрын
This is really useful content. I'm in Unity with C# but this is definitely giving me ideas of how to structure my code better and even how to "blueprint" my methods / variables to ensure I'm not forgetting functionality later on.
@gustavofelicidade_7 ай бұрын
Do you do some web based projects in c#, if so, what u use?
@f11bot7 ай бұрын
Same here, always useful to see how big projects are made!
@TheMathias957 ай бұрын
You'll get a headache for sure trying to maintain or expand your game, assuming you are following this example too close. You're much better off modularizing your components.
@halfbakedproductions78876 ай бұрын
As much as Unity annoyed me and felt like a cheap toy, the way you structure your scripts and attached them to things is so much more intuitive than Unreal. At least at first. Unreal gets very messy very quickly when you break out the C++. It's non-standard syntax (with many things hidden from you) and you don't attach the code to a game object, rather the code IS the game object. Just like how the Blueprint in the editor IS the game object also. You can't really go "half and half" in Unreal like you can in Unity. Or at least I haven't quite figured out how yet. You're better off doing your entire project in Blueprint or C++ IMO.
@f11bot6 ай бұрын
@@halfbakedproductions7887 I'm working on a complex game project and it's really up to you, both workflows are possible! You can have the code running outside the gameobject, and that gameobject just being a reference, if it's that what you mean. When I tried Unreal for a few weeks I noticed that the workflow I created throughout the years was kinda similar to Unreal. But for me calling scripts, gameobjects and prefabs the same thing is just a mess. I prefer that on Unity it's really up to you what workflow you want, even if you want to replicate something like Unreal I believe it's possible!
@morkallearns7817 ай бұрын
5:58 The differences between the different kinds of cops doesn't warrant another layer of inheritance. They all have the same functionality except for different attributes like model, armor, etc. They all will use the same methods. I think it's very clean and a testament to how well written the base cop class is that they don't need to reimplement methods for each different cop type.
@salsichalivre54017 ай бұрын
To be honest, then project there is cool, but don't lose your time watching this video. Check the project by yourself or watch from a reliable resource. His comments are of very few value. Unless you are a junior, them it may be interesting to waste your time listening to him.
@okko77886 ай бұрын
@@salsichalivre5401How can it be interesting to "waste" your time? Especially if you make it sound like there's still some value for less experienced people, that's never a waste of time in that case.
@Cd5ssmffan5 ай бұрын
@@salsichalivre5401 🤓
@VivekYadav-ds8ozАй бұрын
@@salsichalivre5401 I agree, but I mostly just read code from the screen without really paying much attention to what he's saying. I feel like that's equivalent (except ofcourse you only read the code he shows).
@faeancestor Жыл бұрын
Super insightful analysis! Thanks Ryan!
@ArmchairRamb0Ай бұрын
The degree of complexity is insane. Pretty good labeling for reverse engineering. Good video.
@kinershah4646 ай бұрын
This code looks so amazing. It was clean and simple. Thanks for sharing this.
@knightandlord6 ай бұрын
I’m amazed that this even exists in the first place. The fact that it exists is proof that the free market of software / code is the real frontier of ideas. And I’m not even a dev. I’m a product designer but this is fascinating. I don’t play video games either. I’m just interested in the tech behind the world.
@jameshighmore7 ай бұрын
Really appreciate this video and your very clear way of explaining things. Thanks!
@ark_42817 ай бұрын
THIS IS GOLD, Thanks for making this vid
@kingarthurthethirdthst38045 ай бұрын
Looking forward for the GTA 5 code review, you have a real knack for this stuff
@pleasedontwatchthese95937 ай бұрын
11:21 I really like enums. There are so many little tricks you can do with them, they are simple to understand and lots of enforcement at compile time or static analyze.
@halfbakedproductions78876 ай бұрын
And at the end they boil down to just being plain old numbers. Rather than having to remember that 1 means "walking", you just have state.IsWalking instead. Makes your code so much more readable and a smart compiler will optimise it all down anyway.
@mikerope57857 ай бұрын
What you are seeing is the labels given by the person who has reverse engineered the purpose of each "thing", not the original labels by the rockstar programmers. When you disassemble a binary file, you don't have the luxury of retaining any useful labels or comments (sometimes all you have are some unmolested cleartext strings e.g. names of some external .dll files) so you've just got to add your own labels as you discover what each structure does. One hell of a task, and they did a really good collaborative job on this one.
@slaction11 ай бұрын
Love you videos dude, keep it up.
@saffi83226 ай бұрын
Thanks for the amazing video Ryan ❤
@JaredFL7 ай бұрын
Great find. I'd love to see more of this
@FarSam257 ай бұрын
Wow I'm glad that KZbin recommended this to me! Subscribed ✔️
@smallbluemachine7 ай бұрын
So clean and readable.
@ckk31295 ай бұрын
Really fun to have someone go through the code and help me identify what I'm looking at
@erickfana44663 ай бұрын
Just for the title, you won a new sub. Great!
@jackkraus69483 ай бұрын
I don't know a lot about C++ beyond what it has in common with other languages, nor have I played GTA3, but this is still one of the coolest things I've seen in a while. I've always wondered how code in triple A projects was structured
@cam2xx6886 ай бұрын
Cool asf to see. What I’m learning in class right now lol they are modulizing code cool asf breaking it down into separate functions
@DanTheDeveloper3 ай бұрын
This is very exiting. I'd love to look through that code 😊 especially the AI stuff haha. Amazing content!
@JSanyo7 ай бұрын
7:12 is about the great fight at the dam, Catalina will eventually try to escape with the heli and the player should prevent those path increments
@eXit-mm3zg9 ай бұрын
Love your channel!
@yusufahmed36784 ай бұрын
Great video. Was wondering what code editor was being used in the video. Thanks!
@lm3allem9 Жыл бұрын
Code looks clear and nice! Thanks for analysis:)
@nox40007 ай бұрын
Clearly you don't know much C++ if you think this is clear and nice
@prostmahlzeit7 ай бұрын
@@nox4000please elaborate
@nox40007 ай бұрын
@@prostmahlzeit Didn't really but much effort but here it goes: * Header file aren't documented in any way * Use of C-style pointers * The code doesn't follow memory safe practices. For instance, the pointers are not checked to be valid. In many places references could be used instead of pointers. * Questionable architecture. The monolithic classes should be split. For example the CVehicle class is awful. No abstractions, no proper pure virtual functions where needed. * By looking at a class header, it'll be unclear if the function changes the instance's state. * Unclear ownership of data. * The code doesn't seem to follow any widely used style practices. Lots of nested ifs, monolithic functions, no consts etc.
@exilednivera7 ай бұрын
@@nox4000 Well... While its not the best practices there is 1 thing that makes it viable: it works
@theitatit7 ай бұрын
@@nox4000 show us your reverse engineered games
@Ghostie.7 ай бұрын
Pretty rad dude, GTA 3 and MGS2 changed everything I knew about games back then.
@123bubbleup6 ай бұрын
my computer graphics professor sam buss worked on the driving physics in gta iv. really cool dude
@3bomb7 ай бұрын
Man this is so awesome. Thank you.
@SMTImagineEnjoyer5 ай бұрын
for the heli section at 6:40 I believe the Find Target section is to enter a heli, but if heli status is Shot Down then you cant enter the heli. then all the cases are different ways you are able to path to or enter the heli. which is why Take Off is after that block of code.
@rickbalderas71534 ай бұрын
as a cs student, this is so cool to find considering I am barely learning the more advanced concepts of C++. I am a complete novice to the language
@TheGoodChap6 ай бұрын
I like the way they wrote it, they didn't go insane with the C++ OOP features, they do a very minimal implementation similar to how it would be done in C. I hate over engineered C++ stuff where there's a bunch of methods that are just one line.
@xMarious985 ай бұрын
Go read "Clean Code" book, please
@Gwarzonicus5 ай бұрын
one of my bigest issues with todays software concepts and frameworks. People just 'complexify' things. Makes code very hard to read. Its like a display of syntax knowledge rather than implementing things in the most efficient and simple way.
@klkl85255 ай бұрын
thats usually called a “c with classes” approach which basically tries to utilise core concepts of c and use c++ festures as little as possible (eg oop)
@klkl85255 ай бұрын
check the doom3 source code for a similar code base
@oooBASTIooo5 ай бұрын
It's about debugging. If you have several lines of code, it is much harder to find errors than in single lines. If you break it down all the way to super small methods, you can check each and find errors much quicker. Between 1/4 and 1/2 of programming time is spent on debugging. So minimizing this is a huge plus!
@kirdow7 ай бұрын
9:25 Wouldn't that be because the getters and setters (or similar) that they would have had in the original code probably was inline? I'm guessing you had something like pDriver->SetVehicle(this); but since it was probably defined in the header it was optimized away at compile time into simply an inline assignment. Thus when the project owners reverse engineer it, they only see the inlined version? I feel that's just common sense for C++ generally.
@allumallu65804 ай бұрын
This was really awesome !
@sah4pok6337 ай бұрын
Perfect review, it's a lack of such things with such projects on the Internet
@yunekoh5 ай бұрын
Your voice is so cool! it feels like watching a movie
@bouzie80006 ай бұрын
This is the best coding video I've seen on this app. Made me remember why I fell in love with this space. BECAUSE IT'S COOL
@georgy31367 ай бұрын
Thank you so much for this!
@thydevdom7 ай бұрын
That is some CLEAN code!
@nozimshaazizov21087 ай бұрын
This is so cool, for me another interesting part is how does the front end part comes in? Like actual graphics of the game?
@skylo7066 ай бұрын
You are very sympathetic and just got a new sub 😊 Edit: The code looks extremely well written. When I was modding pokemon emerald for the gba, the disassembly, written in C, was completely unreadable. It was downright disgusting. I had an easier time working with the first and second generation purely written in Z80 Assembly ^^
@DanyloSyrotynskyy4 ай бұрын
Tbh code looks horrible in comparison of how modern games are written
@pcpll3 ай бұрын
@@DanyloSyrotynskyy blabla bla the code always look horrible for a one single random dude, I am sure if there was to put a poll most people would find this code very readable
@DanyloSyrotynskyy3 ай бұрын
@@pcpll read a book code Clean Code by Robert Martin. This is a Bible of coding. There are strict rules like methods should not fit more then screen.
@fdvnxx5 ай бұрын
now do it gta 5
@gsr57064 ай бұрын
If a 00s game had this amount of code lines, just imagine gta vi...
@NightFyreTV7 ай бұрын
Hey this was a really great video! Would like to see another like it if you're up to it :) There's a lot of open reversal projects for games dating to that generation. I personally recently was looking into MGS1 because I was curious on the implementation of the soliton radar. Hope you been well
@olivierboisse16784 ай бұрын
Very interesting. Are there unit tests to ensure the code base reliability ? Would be curious to know how they can maintain such a code base
@smlgd7 ай бұрын
This is an amazing example why code doesn't necessarily need comments to be perfectly readable
@MohammadAlizade7 ай бұрын
Usually comments don’t make it to the final build or when you reverse engineer it
@pleasedontwatchthese95937 ай бұрын
I think comments have two big places where they can help. To help summarize large amounts of code. Like explain what this whole file of code is. I also use then if I don't feel like the code does something a little abnormal. Like why am I getting this variable or calling this function when it seems unrelated. So I might a comment saying it's best to run this to make sure all the objects are updated or something like that.
@killionaire1756 ай бұрын
It was reverse engineered by 3 German guys using IDA Hex Rays. All comments from the original source code are not compiled into the binary.
@smlgd6 ай бұрын
@@killionaire175 I don't mean the original code, I mean this version of the code shown in the video is perfectly readable despite being scarcely commented
@killionaire1756 ай бұрын
@@smlgdAh yeah, I get ya
@goswamivibhor7 ай бұрын
First time saw a guy reviewing Game code but not the game. 😂🔥
@Ty-135 ай бұрын
Suprisingly readable thats cool
@BlueDecember066 ай бұрын
I ain't know shit about programming but this was nice to watch
@uliveulearnandregret7 ай бұрын
A game I know called Let It Die has Enums that the game signature was dumped so we found value types, but no source code, the enums would increment from 0 and the last enum would actually be called MAX, generally setting any enum to the MAX enum value would crash the game because there was no code built around MAX just everything that came before it
@f11bot7 ай бұрын
This is sooo cool!!! Love to see how older games are made specially cause they had to be optimized to run on such low specs! Also unrelated but you could 100% do trailer voices if you need a job, you have the voice for it!
@siamimam210922 күн бұрын
I wish my college professors gave us real life examples like this!! They taught us inheritance, class, object etc but never really taught us how they are implemented in the real world.
@cmcdonough22 ай бұрын
That's really interesting. Thanks
@Z-Jiwonz7 ай бұрын
This is rlly helpful 👍 if you don't mind, Can you do half-life 2 too?
@lasindunuwanga52922 ай бұрын
damn even the title of this video! 🔥🔥
@developerkwame Жыл бұрын
This is cool, but I could not find the source code again, it seems it was taken down
@everyhandletaken7 ай бұрын
Interesting! Those nested conditionals though 😳
@arsnakehert7 ай бұрын
Thank you for doing this! Have you done Doom 3 yet? That would be pretty cool, could be a whole series!
@jimmyhirr57737 ай бұрын
You should check out Fabien Sanglard's thorough review of Doom 3's source code if you haven't already.
@arsnakehert7 ай бұрын
@@jimmyhirr5773 I have! Would be pretty cool to see something like that in video format
@PPablinho7 ай бұрын
Very nice video, by explaining the code I can understand a bit what it does despite of never code on C/C++. Is a shame that this project went to the trash because of Rockstar Games greediness but even so I can hope one day to see a project like this again because Vice City is one of my favourites games and the 3D era of GTA needs to be preserved
@LindenAshbyMK7 ай бұрын
Vice City is a legendary game... and the reverse project seems to be much better in every possible way, than all the ports done by take2 and rockstar later on. I guess that why take2 brought it down - they cannot handle a fair competition. It's all about cash grab nowadays.
@jimmyhirr57737 ай бұрын
@@LindenAshbyMKTake2 owns GTA III and Vice City. It's their right to take down infringements of their property.
@pisse30007 ай бұрын
@@jimmyhirr5773Reverse Engineering is not piracy
@ultimaxkom87287 ай бұрын
@@pisse3000 It's clearly less about piracy than it being an unauthorized reverse engineering. This is not a defense as I only points out the disingenuous counter.
@phath0m1357 ай бұрын
@@jimmyhirr5773 Just because something is "right" in a legal sense, doesn't mean its right in a moral sense.
@fahnub5 ай бұрын
Damn, that's a crazy codebase.
@SpeedyMechnic7 ай бұрын
So cool. So cool, now show us how you do a build and run the game after tweaking some values
@andreypanin21364 ай бұрын
Great vid.
@AndyTandy20 күн бұрын
Your voice quality is really crisp, what's the microphone model?
@syedfarabi28846 ай бұрын
The people wrote this code is an amazing guy. Because some people write complex logic for simple js stuff in basic websites.
@hater881823 күн бұрын
Code looks so clean and readable)))) Violating every single thing in clean code and solid))))
@AnikenSkiwalker6 ай бұрын
The NPC base class is definitely worth looking at
@saitejapln31915 ай бұрын
clean code and clean design
@StewardGarcia7 ай бұрын
ABSOLUTELY AMAZING THING THIS TOPIC!!!!!
@goodgod56085 ай бұрын
RESPECT to those coders :)
@natanmaia35752 ай бұрын
A lot of game programming in comparison to usual software programming I noticed so far is, if the game doesn't need to be maintained (single release), you can throw a lot of etiquette away. Using switch case instead of classes, changing member variables from other objects, and otherwise very unusual solutions to problems are more common than I first expected. After all, having a consistent code structure will help in the first 75% of development, and help with diagnosing bugs on the latter 25%, but the number one focus really is to deliver something playable. The client (the player) experience is the same if the state machine is its own class with scripts or just a switch with 40 statements lol. Of course, this doesn't quite apply to MMOs and online games and moddable games and frameworks/engines, but it's the main idea.
@awawus7 ай бұрын
It doesn't matter which programming paradigm you are a fan of. It only takes that one co worker for you to change your mind. In modern day programming, you need to be fluent in every paradigm and be able to apply one that fits for a specific part of your program. No project can be entirely procedural, object-oriented or functional. You also need to know to switch paradigms when refactoring if it is a better fit.
@gbbarn7 ай бұрын
Okay o.o
@hamburgerfatso7 ай бұрын
Sir this is a Wendy's
@anon19637 ай бұрын
99.9% of the time, compiler will do a better job optimizing than you arbitrarily deciding to use only functions and not classes
@jimmyhirr57737 ай бұрын
@@anon1963Refactoring is usually done to improve readability and ease of modification, not to improve performance.
@ultimaxkom87287 ай бұрын
@@anon1963 Until Yandev and recent unoptimized AAA launch flops enters the room.
@michaelhawthorne55167 ай бұрын
Back in those days it was likely too expensive to take the cache miss for vtable indirection. Likely why they went with big switch statements over inheritance
@jordan42207 ай бұрын
Ya, likely due to call stack depth
@morkallearns7817 ай бұрын
It also serves no purpose to introduce another layer of inheritance when you can instead write a robust base cop class and provide sufficient attributes that effectively modify the behavior based off the different kinds of cops.
@FricoDev7 ай бұрын
7:31 The "how do we get here" represents me 100%
@enesdovec26765 ай бұрын
that imSureThatModelIsLoaded bool naming. LOL. I really felt the developer who write this code.. 10:12
@blahdelablah6 ай бұрын
It's worth pointing out that the reverse engineering of GTA3 was assisted by debug symbols being included in the PS2 and Android versions of GTA3, which made it easier (but not easy) to reverse engineer the source code.
@TheGoodChap6 ай бұрын
It's always crazy to me when AAA developers leave debug symbols in the final compilation. It's extremely helpful, almost like a jigsaw where you know what certain functions are supposed to do by their name so when you finally find the code you can just go find that function name you know you saw and apply it
@blahdelablah5 ай бұрын
@@ITSecNEO Something tells me you don't understand the work that goes into reverse engineering source code. It's not enough to have something that works, you also have to engineer something that's maintainable. You can't automate that even with debug symbols.
@blahdelablah5 ай бұрын
@@ITSecNEO I have reverse engineered .NET code with tools like dnSpy. You still don't end up with code that you want to maintain. Why don't you go and tell the people reverse engineering GTA3 and Vice City that they're doing it all wrong, any look at their commit history will show it's not a 5 minute job.
@profitjourneywithsk21364 ай бұрын
Code is very modularised with inheritance and good naming conventions
@gamedoughhh6 ай бұрын
I always want to see their traffic system and crowd population system.
@lenonkitchens7727Ай бұрын
Comments, variable names, function names etc can't be retrieved via decompilation / reverse engineering, unless debug symbols are present. So all of the comments and names of everything are likely solely attributable to the folks that did the reverse engineering.
@Aman-xo4yx4 ай бұрын
will work on it
@Dota2Clips-bx9mtАй бұрын
The codebase is pretty much similar to how Flyff is built. The naming convention etc.
@nathanielcolbert90706 ай бұрын
This is interesting, but I think it would also be neat to look at the code that connects those logical functions to the visual character entities that display on the screen.
@smeliscave7 ай бұрын
hey man, i was trying to implement a multiplayer mod into re3 and i have no idea how to make it. would you be able to implement that in the game?
@johanngambolputty53517 ай бұрын
I think I just had a "wait its all basically if-else statements - always has been" kinda moment. I was turning my nose at it until I realised I kinda agree with it, being a rust convert, throwing away inheritance all together, you probably end up using enums/tagged unions to handle sum types anyway, but this seems kinda loose in c++. Does c++ have interfaces, I mean it has "contracts" (was it?) for its type constraints, are they like traits/interfaces?
@Ulissescars7 ай бұрын
I'm no C++ expert, but, if I remember correctly, C++ has only virtual classes, not interfaces.
@smlgd7 ай бұрын
C++ doens't have interfaces, closest to that would be abstract classes (classes with pure, non-initialized virtual functions) and multiple (virtual) inheritance
@goczt6 ай бұрын
An interface is just an idea in C++ unlike in other OOP languages that don't allow multi-inheritance for class types. But it is usually allowed to implement multiple interfaces, that's why other languages need the distinction. In C++ you just inherit from interfaces because they're classes. An interface in C++ is just a class where all member functions are pure virtual, and there are no data members. Also concepts are another way to implement the idea of an "interface" in C++, but it's for static polymorphism, not for dynamic polymorphism. C++ is not strictly an OOP language, so it's other major paradigm is "generic programming" which is used to implement the standard library, and for which concepts were designed for mainly.
@sowki_tv3 ай бұрын
this gta 3 code is cleaner than my hello world program
@gabeworks_6 ай бұрын
I don't understand a single line, but is visible that bro knows very well what he's saying
@roz12 ай бұрын
Hi can u show how the rage engine is integrated with this upper layer code.
@paranoia776 ай бұрын
is it possible to test the game while making changes in the code? I'm curious how they debug something during the development.