

yeah it does have style, but it’s pretty low fidelity compared to its contemporaries. the scope is also a lot larger though.


yeah it does have style, but it’s pretty low fidelity compared to its contemporaries. the scope is also a lot larger though.
it’s fine, hr aren’t really sentient either
i wonder how much trouble you’d be in if you hung this at work


that’s not a complete rewrite. hell, depending on how it was architected it may just be a recompile


in bethesdas case though?
a similar thing happened with arma reforger a few years ago, it was supposed to be a tech demonstrator for a new engine but it turned out to still be the same codebase as operation flashpoint from 1995. the engine is solid but it’s super annoying to program for, they have this custom scripting language that’s completely batshit insane because everything is infix by default, and an ui toolkit that is written as c++ classes meaning the actual game has a compiler in it for a subset of c++. so the scripts can be edited at runtime but if there is an error in the ui the game crashes at startup. people were hoping they’d finally switch to something that made sense but no.


i mean, a 23 year old codebase is bound to have some tech debt.


it has recently expanded to include all forms of systematic prejudice, but yeah that’s the gist
one of my favorite notes in the linked article is that the guy playing damar constantly got sugar highs from actually drinking the corn syrup they used in the kanar props.


yeah it’s not bethesda’s engine. but my point was about where the codebase for the creation engine comes from, and that’s the morrowind code.


yeah morrowind used netimmerse, first time bethesda used it.


2015? that codebase started in morrowind. and say what you want about that game but it is not a looker. it launched the same year as metroid prime.
dog’s name
see that’s why ai is so useful, it saves hours coming up with an explanation and doesn’t even sound exasperated doing it.