I agree generally. Here lately I’ve taken the plunge and compiled everything from source (Linux). While tricky on some, (dependencies mostly), the outcome is unusually stable. More stable than expected.
Comment on The full source code for GTA 5 has been publicly leaked
PeterPoopshit@lemmy.world 11 months agoTrying to compile well-documented github projects is a crap shoot half the time. iirc no one figured out how to compile the Windows XP source code when it got leaked and it’s long gone so no one can try
TangledHyphae@lemmy.world 11 months ago
TheBat@lemmy.world 11 months ago
Does this mean we’re not going to see community enhanced version of GTAV? I thought the game was disappointing when compared to GTA:SA. The world feels empty and the campaign is too short.
lolcatnip@reddthat.com 11 months ago
My experience with large projects is that the bigger they get, the more their build systems turn into large projects in their own right. Maintaining the build for something like Windows is probably many people’s full-time job, so it’s no surprise a bunch of amateurs with no docs couldn’t do it.
Electromechanical_Supergiant@lemmynsfw.com 11 months ago
Is it possible to create a custom build system by compiling little bits at a time?
For example, you find the opengl code (or whatever gfx lib they’re using), strip it down it only displays a window and doesn’t reference any other gta code. Then it could be compiled without much trouble. Then another small system, say matrix transforms, can be isolated from the original code and integrated with the custom code to get it to compile.
This way you are creating your own build system ad hoc, and you find out what it needs as subsystems are added. Provided the code is decently decoupled and modular, it should be theoretically possible, even if it is still an absurd amount of work.
Or does this sound completely wacky to you?