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Games might be an interesting one to look at because they have a little bit of everything going on (physics, math, rendering, cross platform abstractions, windo
by arriu 6y ago
Games might be an interesting one to look at because they have a little bit of everything going on (physics, math, rendering, cross platform abstractions, window management, system calls, file management, memory management, etc...)
Take a look at these:
https://github.com/FrictionalGames/AmnesiaTheDarkDescent https://github.com/FrictionalGames/AmnesiaTheDarkDescent
https://github.com/FrictionalGames/PenumbraOverture https://github.com/FrictionalGames/PenumbraOverture
- crocodiletears 6y agoI can't speak Frictional's code quality, but historically released titles tend to be a tangle of hacks and short-term decisions that hammer things into working or being performant, coming at the expense of future developers and correctness. I do agree that the field is full of great code to reference, though. I'm a huge fan of Godot's codebase. It's well written, and easily understood both architecturally, and in-method. https://github.com/godotengine/godot https://github.com/godotengine/godot
- Ace17 6y agoYou can't have a unified opinion here. There are some pretty good public game codebases (Penumbra/HPL, Quake I/II/III, Doom I/III), there are some okay ones (RedAlert), there are also pretty awful ones (Duke3D, Descent). Note that this seems to be completely independent from whether the game is good or not!
- ncmncm 6y agoWhen I looked at Godot I saw all pre-C++11, and everything done the hard way. Did I look in the wrong place?
- crocodiletears 6y agoI wouldn't call it the hard way, but it's certainly pre-C++11. My understanding is that the project's lead programmer insists on using older standards for the sake of portability.