219
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 24 Nov 2023
219 points (100.0% liked)
Games
16785 readers
722 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
founded 1 year ago
MODERATORS
"Accidentally" keep happening. How the hell do you compile and push out code for a game you're not even updating at the time, accidentally?
Because all Valve games are mods all the way down.
When your game is a mod of a mod of a mod, this stuff happens.
I can understand bits and pieces, because that is very true with Valve... But the entire prototype?
for a 20 year old game it's probably only a couple of megabytes
There's actually some truth to this statement in general. Most games, at least the ones deriving from quake engines that i know of, have an engine(e.g. the exe) and a game (a dll/so) plus assets. When modding SDK-s are released, it's essentially the source code of the game section that when compiled needs the same engine to run. New games from a studio using the same engine are usually just forks of the previous game code. It's fair to reason that some code may be shared to get updates on old parts while developing a new game.
So yes, most games are mods of mods.
Because source shares code and assets between projects to cut down on development time