GTA3 Code Review: Weapons, Vehicles, Cops and Gangs

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  • Опубликовано: 24 ноя 2024

Комментарии • 772

  • @caiocouto3450
    @caiocouto3450 Год назад +3941

    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

    • @WhiteTree97
      @WhiteTree97 Год назад +1925

      It's reverse engineered. The original one is probably a monkey shit throwing trash.

    • @zurboz7098
      @zurboz7098 Год назад +111

      @@WhiteTree97 ikr i was gonna say that

    • @TheDjarto
      @TheDjarto Год назад +56

      @@WhiteTree97😂😂😂too accurate

    • @jupiterapollo4985
      @jupiterapollo4985 Год назад +93

      @@WhiteTree97 A little harsh, but probably completely accurate 😂😂😂

    • @camren.m
      @camren.m Год назад +100

      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)

  • @JensN113
    @JensN113 Год назад +2577

    This is so cool. I am currently learning C++ and always thought about how big projects are structured and certain things are implemented

    • @adsadam1
      @adsadam1 Год назад +287

      I wouldn't look to video game development for good practises though 😅

    • @jordan4220
      @jordan4220 Год назад +129

      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

    • @omaewamoushindeiru3303
      @omaewamoushindeiru3303 Год назад

      ​@@jordan4220what exactly is your work in your company?

    • @CygnusX-11
      @CygnusX-11 Год назад +7

      it's like magic

    • @ShrikeGFX
      @ShrikeGFX Год назад +31

      These are terrible structures they have

  • @Nomadnetic
    @Nomadnetic Год назад +214

    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-rr4ek
      @Sam-rr4ek 11 месяцев назад +7

      That's really cool

    • @modables
      @modables 6 месяцев назад +8

      u been making mods longer than I been alive 😭😭 what kind of mods u made?

    • @shahedhossainimran1
      @shahedhossainimran1 Месяц назад

      What mods did you make?

    • @Nomadnetic
      @Nomadnetic Месяц назад +1

      @shahedhossainimran1 A few that didn't get released. But I did one focused on the gang war aspect of the game. I also made a Max Payne mod that never got finished.

    • @shahedhossainimran1
      @shahedhossainimran1 Месяц назад

      @@Nomadnetic aww that's sad. You never did modding ever again?

  • @RAPHAELSC
    @RAPHAELSC 7 месяцев назад +12

    That enum trick to keep track of how many items you have in the enum was awsome!

  • @IronEducation
    @IronEducation Год назад +1034

    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!

    • @exilednivera
      @exilednivera Год назад +82

      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.

    • @fishthefirst
      @fishthefirst Год назад +156

      @@exiledniveraYour opinion is known as technical debt

    • @n00bma5ter69
      @n00bma5ter69 Год назад +14

      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"

    • @tomquareme3787
      @tomquareme3787 Год назад +134

      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.

    • @markminch1906
      @markminch1906 Год назад

      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

  • @wlockuz4467
    @wlockuz4467 11 месяцев назад +379

    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.

    • @DivineComedia
      @DivineComedia 10 месяцев назад +2

      and now AI 's are getting into it to increase efficiency and dexterity of Devs

    • @pinekel8987
      @pinekel8987 7 месяцев назад +37

      ​@@DivineComediaAI is a joke

    • @sytnoff1
      @sytnoff1 7 месяцев назад +7

      ​@@pinekel8987nah bro wait for devin to replace y'all

    • @pinekel8987
      @pinekel8987 7 месяцев назад

      @@sytnoff1 who's devin?

    • @sytnoff1
      @sytnoff1 7 месяцев назад

      @@pinekel8987 bingo you are not into internet much ,you will get to know it

  • @raveschwert
    @raveschwert Год назад +382

    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

    • @18PregnantAndProud
      @18PregnantAndProud Год назад

      why did he do that

    • @sleepi5550
      @sleepi5550 Год назад +110

      @@18PregnantAndProud GTA isn’t really the most child friendly game lmao

    • @techgamer1597
      @techgamer1597 Год назад +29

      now you can just program it yourself if he was to hide it again

    • @bapoTV
      @bapoTV Год назад +8

      mine would mod it to remove all pedestrians and just left the traffic so I only could steal cars and drive

    • @Zer0.-_
      @Zer0.-_ Год назад +9

      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.

  • @FrankTalksFinance
    @FrankTalksFinance Год назад +411

    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-Kara
      @S-Kara Год назад +47

      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.

    • @okko7788
      @okko7788 Год назад +11

      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

    • @halfbakedproductions7887
      @halfbakedproductions7887 Год назад +15

      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.

    • @everyusernametaken11
      @everyusernametaken11 Год назад +16

      There is crazy logic and algorithms involved in these games. Lighting, car physics, etc, which all need to be efficiently implemented.

    • @Tux0xFF
      @Tux0xFF Год назад +4

      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

  • @alexandermeneses5688
    @alexandermeneses5688 Год назад +193

    I remember I got into programming because of GTA modding so looking at this kinda brings me back to those years. Great video

    • @Puxi
      @Puxi Год назад +19

      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.

    • @thecubeheadguy6747
      @thecubeheadguy6747 Год назад +27

      @@Puxi uh what?

    • @ihatetomatoees
      @ihatetomatoees 11 месяцев назад

      @@Puxiyou should love yourself, NOW 🤗

    • @dancelphyt9906
      @dancelphyt9906 9 месяцев назад +1

      For me its Java because Minecraft moding 😂

    • @pixelcatcher123
      @pixelcatcher123 8 месяцев назад

      Same, not only gta but gaming @all

  • @Brmngm
    @Brmngm Год назад +15

    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)

  • @pleasedontwatchthese9593
    @pleasedontwatchthese9593 Год назад +21

    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.

    • @halfbakedproductions7887
      @halfbakedproductions7887 Год назад

      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.

  • @ArmchairRamb0
    @ArmchairRamb0 7 месяцев назад +5

    The degree of complexity is insane. Pretty good labeling for reverse engineering. Good video.

  • @WellActualllyyy
    @WellActualllyyy Год назад +7

    this is really cool. i’m learning how to code and it’s nice seeing how clean and easy to read this stuff is

  • @papafhill9126
    @papafhill9126 Год назад +63

    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_
      @gustavofelicidade_ Год назад

      Do you do some web based projects in c#, if so, what u use?

    • @f11bot
      @f11bot Год назад

      Same here, always useful to see how big projects are made!

    • @TheMathias95
      @TheMathias95 Год назад +18

      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.

    • @halfbakedproductions7887
      @halfbakedproductions7887 Год назад

      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.

    • @f11bot
      @f11bot Год назад

      @@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!

  • @morkallearns781
    @morkallearns781 Год назад +310

    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.

    • @salsichalivre5401
      @salsichalivre5401 Год назад +47

      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.

    • @okko7788
      @okko7788 Год назад +11

      @@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.

    • @Cd5ssmffan
      @Cd5ssmffan 10 месяцев назад +1

      @@salsichalivre5401 🤓

    • @VivekYadav-ds8oz
      @VivekYadav-ds8oz 7 месяцев назад +1

      @@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).

  • @LuisMunoz-fq7de
    @LuisMunoz-fq7de 10 месяцев назад +4

    Really Cool !!! Keep making content like this, it's very interesting. Found myself watching the entire video surprisingly

  • @knightandlord
    @knightandlord Год назад +18

    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.

  • @mikerope5785
    @mikerope5785 Год назад +15

    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.

    • @PinkeySuavo
      @PinkeySuavo 5 месяцев назад

      Thx for clearing it, I was pretty sure they couldnt get variable naming using reverse engineering

    • @Nick-kb2jc
      @Nick-kb2jc Месяц назад

      @@PinkeySuavoActually, not all, but a lot of the variable names are the ones originally used by the Rockstar developers. Look up an article Eurogamer did with the reverse engineering team. Rockstar left “debug symbols in code which helped them out.
      From the article:
      “Thankfully, the code for GTA 3 on PS2 and Android includes debug symbols. Debug symbols contain all the extra information needed to debug a game during the development process, but are often stripped out for release executables to avoid bloat. For whatever reason, Rockstar left these symbols in, giving the reverse-engineering team a huge leg-up.
      "We were very lucky we had symbols for the games," aap says. "PS2 [GTA] 3 and all the Android releases have names for the global stuff (functions and global variables). This was a huge help and I don't think we'd be anywhere near reversed GTA without them."
      End quote. So yeah.

    • @PinkeySuavo
      @PinkeySuavo Месяц назад

      @@Nick-kb2jc Interesting! Thank you

  • @lm3allem9
    @lm3allem9 2 года назад +259

    Code looks clear and nice! Thanks for analysis:)

    • @nox4000
      @nox4000 Год назад +22

      Clearly you don't know much C++ if you think this is clear and nice

    • @prostmahlzeit
      @prostmahlzeit Год назад +3

      ​@@nox4000please elaborate

    • @nox4000
      @nox4000 Год назад +18

      @@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.

    • @exilednivera
      @exilednivera Год назад +3

      @@nox4000 Well... While its not the best practices there is 1 thing that makes it viable: it works

    • @theitatit
      @theitatit Год назад +5

      @@nox4000 show us your reverse engineered games

  • @faeancestor
    @faeancestor 2 года назад +31

    Super insightful analysis! Thanks Ryan!

  • @TheGoodChap
    @TheGoodChap Год назад +52

    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.

    • @xMarious98
      @xMarious98 11 месяцев назад

      Go read "Clean Code" book, please

    • @Gwarzonicus
      @Gwarzonicus 11 месяцев назад +7

      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.

    • @klkl8525
      @klkl8525 10 месяцев назад +2

      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)

    • @klkl8525
      @klkl8525 10 месяцев назад

      check the doom3 source code for a similar code base

    • @oooBASTIooo
      @oooBASTIooo 10 месяцев назад

      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!

  • @kinershah464
    @kinershah464 Год назад +5

    This code looks so amazing. It was clean and simple. Thanks for sharing this.

  • @smlgd
    @smlgd Год назад +59

    This is an amazing example why code doesn't necessarily need comments to be perfectly readable

    • @MohammadAlizade
      @MohammadAlizade Год назад +12

      Usually comments don’t make it to the final build or when you reverse engineer it

    • @pleasedontwatchthese9593
      @pleasedontwatchthese9593 Год назад +3

      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.

    • @killionaire175
      @killionaire175 Год назад +5

      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.

    • @smlgd
      @smlgd Год назад

      @@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

    • @killionaire175
      @killionaire175 Год назад

      @@smlgdAh yeah, I get ya

  • @smallbluemachine
    @smallbluemachine Год назад +10

    So clean and readable.

  • @siamimam2109
    @siamimam2109 6 месяцев назад +3

    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.

  • @blahdelablah
    @blahdelablah Год назад +17

    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.

    • @TheGoodChap
      @TheGoodChap Год назад +4

      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

    • @blahdelablah
      @blahdelablah 11 месяцев назад

      @@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.

    • @blahdelablah
      @blahdelablah 11 месяцев назад

      @@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.

  • @BlueDecember06
    @BlueDecember06 Год назад +8

    I ain't know shit about programming but this was nice to watch

  • @bouncything
    @bouncything 7 дней назад

    I am so impressed that someone can reverse engineer a whole game executable file this is insane

  • @123bubbleup
    @123bubbleup Год назад +2

    my computer graphics professor sam buss worked on the driving physics in gta iv. really cool dude

  • @jackkraus6948
    @jackkraus6948 8 месяцев назад

    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

  • @kingarthurthethirdthst3804
    @kingarthurthethirdthst3804 10 месяцев назад

    Looking forward for the GTA 5 code review, you have a real knack for this stuff

  • @JSanyo
    @JSanyo Год назад +5

    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

  • @DucklingNM
    @DucklingNM 10 месяцев назад +1

    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.

  • @ark_4281
    @ark_4281 Год назад +1

    THIS IS GOLD, Thanks for making this vid

  • @awawus
    @awawus Год назад +46

    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.

    • @gbbarn
      @gbbarn Год назад +1

      Okay o.o

    • @hamburgerfatso
      @hamburgerfatso Год назад +34

      Sir this is a Wendy's

    • @anon1963
      @anon1963 Год назад +8

      99.9% of the time, compiler will do a better job optimizing than you arbitrarily deciding to use only functions and not classes

    • @jimmyhirr5773
      @jimmyhirr5773 Год назад +14

      ​@@anon1963Refactoring is usually done to improve readability and ease of modification, not to improve performance.

    • @ultimaxkom8728
      @ultimaxkom8728 Год назад +4

      @@anon1963 Until Yandev and recent unoptimized AAA launch flops enters the room.

  • @ankk98
    @ankk98 Год назад +2

    Wow, I learned so much from this video. Keep making videos on popular source code review.

  • @ckk3129
    @ckk3129 11 месяцев назад

    Really fun to have someone go through the code and help me identify what I'm looking at

  • @atultripathi9166
    @atultripathi9166 Год назад +10

    The software architects behind these games have to applauded for their work as they bring a very complex game pictured by designers to life.

    • @arturzajac6181
      @arturzajac6181 Год назад +3

      When I see the code, I doubt whether there were any software architects behind it...

    • @khalidzouzal8417
      @khalidzouzal8417 Год назад +4

      ​@@arturzajac6181trust me there were, there's no way you're making a game that complex without some type of architecture.

  • @skylo706
    @skylo706 11 месяцев назад +11

    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 ^^

    • @DanyloSyrotynskyy
      @DanyloSyrotynskyy 10 месяцев назад

      Tbh code looks horrible in comparison of how modern games are written

    • @pacbpcldle
      @pacbpcldle 9 месяцев назад

      @@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

    • @DanyloSyrotynskyy
      @DanyloSyrotynskyy 9 месяцев назад

      @@pacbpcldle 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.

  • @waterhot80
    @waterhot80 2 месяца назад

    GTA3 is one of the most underrated games of all time. Definitely still the best GTA ever made, my seventh favourite game OF ALLL TIIIMMEE. Great video btw, really interesting, thank you for making me aware!

  • @erickfana4466
    @erickfana4466 9 месяцев назад

    Just for the title, you won a new sub. Great!

  • @Mayurii94
    @Mayurii94 21 день назад

    dope stuff to teach kids in school about Objects, Classes etc on such examples

  • @gabeworks_
    @gabeworks_ Год назад +1

    I don't understand a single line, but is visible that bro knows very well what he's saying

  • @yunekoh
    @yunekoh 11 месяцев назад +1

    Your voice is so cool! it feels like watching a movie

  • @jhighmore
    @jhighmore Год назад +2

    Really appreciate this video and your very clear way of explaining things. Thanks!

  • @rickbalderas7153
    @rickbalderas7153 9 месяцев назад

    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

  • @lenonkitchens7727
    @lenonkitchens7727 7 месяцев назад +15

    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.

    • @SamGallagher
      @SamGallagher 4 месяца назад +3

      Interestingly enough, the ps2 version of the game did have debug symbols left in, which was used by the reverse engineering team. Reversing a stripped binary of this complexity back into C++ would have been incredibly difficult and time consuming, and probably would have been abandoned after a few years, so the debug symbols were a really lucky break!

    • @Nick-kb2jc
      @Nick-kb2jc Месяц назад

      @@SamGallagheryep Eurogamer did an interview with the reverse engineering team. There were debug symbols for the PS2 version.

  • @saffi8322
    @saffi8322 Год назад +1

    Thanks for the amazing video Ryan ❤

  • @bouzie8000
    @bouzie8000 Год назад +1

    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

  • @yusufahmed3678
    @yusufahmed3678 10 месяцев назад +1

    Great video. Was wondering what code editor was being used in the video. Thanks!

  • @PPablinho
    @PPablinho Год назад +16

    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

    • @LindenAshbyMK
      @LindenAshbyMK Год назад +7

      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.

    • @jimmyhirr5773
      @jimmyhirr5773 Год назад +2

      ​@@LindenAshbyMKTake2 owns GTA III and Vice City. It's their right to take down infringements of their property.

    • @pisse3000
      @pisse3000 Год назад +9

      @@jimmyhirr5773Reverse Engineering is not piracy

    • @ultimaxkom8728
      @ultimaxkom8728 Год назад

      @@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.

    • @phath0m135
      @phath0m135 Год назад +6

      @@jimmyhirr5773 Just because something is "right" in a legal sense, doesn't mean its right in a moral sense.

  • @cam2xx688
    @cam2xx688 Год назад

    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

  • @vishalverma687
    @vishalverma687 3 месяца назад

    having played this game in childhood and now being somewhat able to read the code, its a weird feeling😂.
    kudos to the devs for such a clean code and game.

  • @sah4pok633
    @sah4pok633 Год назад +1

    Perfect review, it's a lack of such things with such projects on the Internet

  • @FarSam25
    @FarSam25 Год назад

    Wow I'm glad that RUclips recommended this to me! Subscribed ✔️

  • @kirdow
    @kirdow Год назад +9

    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.

  • @DanTheDeveloper
    @DanTheDeveloper 9 месяцев назад

    This is very exiting. I'd love to look through that code 😊 especially the AI stuff haha. Amazing content!

  • @michaelhawthorne5516
    @michaelhawthorne5516 Год назад +5

    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

    • @jordan4220
      @jordan4220 Год назад +3

      Ya, likely due to call stack depth

    • @morkallearns781
      @morkallearns781 Год назад +1

      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.

    • @aceman0000099
      @aceman0000099 11 дней назад

      Yeah cops in gta3 were mostly identical in behaviour and just differed in skin, equipment and vehicles.

  • @goswamivibhor
    @goswamivibhor Год назад +1

    First time saw a guy reviewing Game code but not the game. 😂🔥

  • @Ty-13
    @Ty-13 11 месяцев назад +1

    Suprisingly readable thats cool

  • @Ghostie.
    @Ghostie. Год назад +1

    Pretty rad dude, GTA 3 and MGS2 changed everything I knew about games back then.

  • @arsnakehert
    @arsnakehert Год назад +22

    Thank you for doing this! Have you done Doom 3 yet? That would be pretty cool, could be a whole series!

    • @jimmyhirr5773
      @jimmyhirr5773 Год назад +2

      You should check out Fabien Sanglard's thorough review of Doom 3's source code if you haven't already.

    • @arsnakehert
      @arsnakehert Год назад +1

      @@jimmyhirr5773 I have! Would be pretty cool to see something like that in video format

  • @slaction
    @slaction Год назад +2

    Love you videos dude, keep it up.

  • @eXit-ubermensch
    @eXit-ubermensch Год назад +2

    Love your channel!

  • @uliveulearnandregret
    @uliveulearnandregret Год назад +2

    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

  • @JaredFL
    @JaredFL Год назад

    Great find. I'd love to see more of this

  • @nozimshaazizov2108
    @nozimshaazizov2108 Год назад +3

    This is so cool, for me another interesting part is how does the front end part comes in? Like actual graphics of the game?

  • @AHPcameron
    @AHPcameron 10 месяцев назад +2

    Wish I had the skills to reverse engineer games 😭
    That’s what I get for being a game artist/designer first and programmer last 😅

  • @developerkwame
    @developerkwame Год назад +9

    This is cool, but I could not find the source code again, it seems it was taken down

  • @f11bot
    @f11bot Год назад +1

    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!

  • @lasindunuwanga5292
    @lasindunuwanga5292 7 месяцев назад +1

    damn even the title of this video! 🔥🔥

  • @gsr5706
    @gsr5706 9 месяцев назад +2

    If a 00s game had this amount of code lines, just imagine gta vi...

  • @VirtuelleWeltenMitKhan
    @VirtuelleWeltenMitKhan 10 месяцев назад +2

    We have come far since endless switch case and nested if in a big pyramid of doom

  • @nathanielcolbert9070
    @nathanielcolbert9070 11 месяцев назад +5

    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.

  • @hater8818
    @hater8818 6 месяцев назад

    Code looks so clean and readable)))) Violating every single thing in clean code and solid))))

  • @syedfarabi2884
    @syedfarabi2884 Год назад

    The people wrote this code is an amazing guy. Because some people write complex logic for simple js stuff in basic websites.

  • @enesdovec2676
    @enesdovec2676 11 месяцев назад

    that imSureThatModelIsLoaded bool naming. LOL. I really felt the developer who write this code.. 10:12

  • @natanmaia3575
    @natanmaia3575 8 месяцев назад

    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.

  • @NightFyreTV
    @NightFyreTV Год назад +7

    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

  • @3bomb
    @3bomb Год назад

    Man this is so awesome. Thank you.

  • @allumallu6580
    @allumallu6580 10 месяцев назад

    This was really awesome !

  • @FaizalKuntz
    @FaizalKuntz 11 месяцев назад

    I can't believe I understand so much about coding simply because I want to mod GTA back when I was a kid.

  • @gamedoughhh
    @gamedoughhh Год назад +1

    I always want to see their traffic system and crowd population system.

  • @fueledbycoffee583
    @fueledbycoffee583 Год назад +7

    i am actually quite surpised how readable and "non challant" the code is. Just simple, straight no bs code

  • @kartikvishwakarma7567
    @kartikvishwakarma7567 3 месяца назад

    These developers are no less than Gods, Hats Off. You have my respect

  • @AnikenSkiwalker
    @AnikenSkiwalker Год назад +1

    The NPC base class is definitely worth looking at

  • @tomsetberg4746
    @tomsetberg4746 Год назад +2

    Deep inheritance would not necessarily be unwieldy. But it could be argued that depending on how deep you go your overall design is most likely flawed and should be reworked. One of the reasons they take so long to make GTA and Red Dead aside from the details is most likely how much time they spend ironing out every detail of the code to make it the complete opposite of anything made by Riot Games.

  • @syphonunfiltered
    @syphonunfiltered 8 месяцев назад +1

    Im not a coder but i am curious how things work. Would you please do a similar video about the leaked GTA V source code? I would like to know what's going on under the hood with a game as massive and complex as GTA V

  • @goodgod5608
    @goodgod5608 11 месяцев назад

    RESPECT to those coders :)

  • @Dota2Clips-bx9mt
    @Dota2Clips-bx9mt 7 месяцев назад +1

    The codebase is pretty much similar to how Flyff is built. The naming convention etc.

  • @fahnub
    @fahnub 11 месяцев назад

    Damn, that's a crazy codebase.

  • @olivierboisse1678
    @olivierboisse1678 10 месяцев назад

    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

  • @thydevdom
    @thydevdom Год назад +1

    That is some CLEAN code!

  • @nazar41kk63
    @nazar41kk63 Год назад +1

    10:58 gangs. Rockstar probably had this written like SetGangDamage(1.000.000units), LocatePedestrian(), SplitPlayerIntoAtoms()

  • @profitjourneywithsk2136
    @profitjourneywithsk2136 10 месяцев назад

    Code is very modularised with inheritance and good naming conventions

  • @faresssoft
    @faresssoft Год назад +1

    When programming was programming ❤️ i bet the dudes have great time written the code

  • @AndyTandy
    @AndyTandy 6 месяцев назад

    Your voice quality is really crisp, what's the microphone model?

  • @adriandeveraaa
    @adriandeveraaa Год назад +5

    Aside from reverse engineering and the accuracy of the code structure as displayed, id love to see something like the code source of Starcraft (famously the source code cd was found and returned to the company) or Kingdom Hearts (for its complexity but famous for zero bugs- I think only few bugs were ever found to this day but overriding some collision checks famously done by speedrunners which otherwise wouldnt be a bug if you force a condition)

    • @TheOnlyGhxst
      @TheOnlyGhxst Год назад +2

      Kingdom Hearts has a ton of things that could qualify as "bugs".

  • @sowki_tv
    @sowki_tv 9 месяцев назад +1

    this gta 3 code is cleaner than my hello world program

  • @aloluk
    @aloluk 10 месяцев назад +1

    Bare in mind, this code is reverse engineered. So when your commenting on the style of variable names, thats of those that reverse engineered it, not the original code.

    • @aceman0000099
      @aceman0000099 11 дней назад

      They did have the debug symbols, so much of the naming is accurate. The weird intricacies like "nil" instead of null and "coors" instead of coords for example