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Simpsons Hit and Run source code (2003) (github.com/svxy)
469 points by promiseofbeans on July 13, 2023 | hide | past | favorite | 168 comments



This is a blast from a previous lifetime! I worked at Relic Entertainment during that time. Both Relic and Radical's offices were in Yaletown in Vancouver at that time, IIRC. Radical ended up moving to Main & Terminal.

I worked on Company of Heroes and Dawn of War during this era. The code looks very familiar. It's the same style of C++. The code looks very similar to Homeworld. https://github.com/HomeworldSDL/HomeworldSDL

I went to SFU, where Neall Verheyde one of the programmers from Radical lectured one semester. Sadly, it looks like he passed away a few years ago. https://www.dignitymemorial.com/obituaries/west-vancouver-bc...


Company of Heroes was a favourite among my university friends. We spent hundreds and hundreds of hours on it when we should have been working :)

"Ready ze panzerfaust"


CoH is the game that taught me about nebelwerfers. Fun _and_ educational!


It werfers the nebels. Not sure why the German language' put-together-able-ness always tickles me. I've always loved when language works like that:

Spanish: paraguas - which is umbrella in english looks like it comes from 'para aguas' or 'for waters' English: billfold - a wallet where dollar bills are folded


Small nitpick: the "para" prefix comes from Latin and means to defend, to protect against. Thus "Paraguas" is to protect against water. In French, you similarly have parapluie (to protect against rain), paratonnerre (lighting rod), etc..


Neat, I was not aware of that. Thanks!


Wasnt 'Company of Heroes' a 'Men of War' ripoff?


Yeah, I truly lament the ruination of the Company of Heroes series. The newest installment, CoH3, is so atrociously soulless, greedy and straight-up broken that it's basically almost mocking the playerbase.

Similar things are happening with the Men of War franchise (a similar but more realistic game).... enshittification is happening everywhere, and nothing is becoming better.


The problem with making a great game is that people will play it forever.

CoH was amazing. CoH2 was eh. And CoH3 is atrocious.

I hate SaaS with a passion, but it provides a financial incentive to continue improving an already great product.


>I hate SaaS with a passion, but it provides a financial incentive to continue improving an already great product

In theory but every game I liked initially that went down that route turned to garbage. Destiny and Overwatch come to mind. The game aesthetics and world deteriorate as stupider and stupider cosmetics flood the game. Less and less time is spent in great content and more on increasingly IAP abusing events that qualify less and less as games.

Would be interested to hear a counter example but I think there is good reason no gamer gets excited hearing a game is gonna be SAAS/“live service”


Imho, the problem is vertically integrated publishing behemoths.

For them, SaaS is much more about "Maximizing profit from this game, to fund other games (or generate shareholder returns)" than "Providing a sustainable business model to continue developing this game".

Consequently, you get maintenance teams whose primary KPI is maximizing revenue, versus improving a game.


> I hate SaaS with a passion, but it provides a financial incentive to continue improving an already great product.

Or not improve it all - but charge you for continued access.


Or to keep adding "features" in an attempt to continue the growth curve and/or stay hip, and worsen it instead.


I don't know if that's true. Sins of a Solar Empire just got better with all of it's expansions. Same goes with most paradox games (although, they'll nickel and dime you for it).

It's the blockbuster games that seem to have this problem as they always seem to dilute the game mechanics down for more cinematic experiences as time goes on. It's what happened to CoH, it's what happened with Dawn of War, it's what happened with Civilization (people will variously say 3, 4 or 5 was the peak; few list 6 as it) and it might happen with the Sins sequel.


I tossed a comment above, but I think it has to do more with large publisher perspectives than the model itself. https://news.ycombinator.com/item?id=36707943

Afaik, Paradox is still small enough / left alone enough by its parent to have avoided the shenanigans. We'll see what happens if they keep growing.

I also think by virtue of being niche and specific, Paradox incentivizes dev teams to stay true to the spirit of their game. I.e. no one is making a detailed 4X game because they want to sell CoD numbers. They do it because they honestly love 4X games.


For Stellaris, one of Paradox’s space 4x games, they have a team dedicated to maintenance and a separate team for DLCs. The result are large free updates that improve/rework on the mechanics which compliment the DLCs keeping the games fresh for years.

Usually the base paradox games feel like they’re “missing” major features which makes some DLCs necessary for a more full experience, but by the time that happens the base game is heavily discounted so base+dlc=full price of a new game.

Just felt like I have to add onto the paradox comment since I enjoy their major updates + dlc approach. Whenever I buy one of their games, I know I’ll probably come back to the game for at least 5 years.


> but by the time that happens the base game is heavily discounted so base+dlc=full price of a new game.

That is in no way true. Even now, there isn't any way for you to get EU4 (a much older game than Stellaris) and all of it's DLC for less than 60usd. Even in some super sale. At least, I've never seen it.

For your own example, the lowest the Stellaris ultimate bundle has ever been is ~117usd, which was when there was far fewer DLC in it:

https://gg.deals/pack/stellaris-ultimate-bundle-2023/

It's a common meme that a Paradox game will cost you 300-400usd, for a reason. I'm not knocking their economic model, people pay for it without much complaint. However, it is objectively more expensive for the consumer than a single full game.


>Usually the base paradox games feel like they’re “missing” major features which makes some DLCs necessary for a more full experience, but by the time that happens the base game is heavily discounted so base+dlc=full price of a new game.

As someone who recently played a bunch of HOI4, this is not true. Even during a summer sale, game plus DLCs that fix the "new" ways they changed the game is often multiple hundred dollars.

They don't do this out of the goodness of their heart, they do this because it's insanely profitable to make a single game and then charge $12 for every adjustment and additional mechanic over the next ten years.

It's somewhat defensible for them, because I don't need the Japan DLC for HOI4 if I don't give a shit about playing as japan, but it's still the equivalent when Civ 5 charged ten dollars to add religion back to the game and fix the dumb health mechanic that allowed you to kill any unit with ten spearmen.


What makes you think that the changes that are made in SaaS are always an improvement?

Sometimes that models permanently destroys something without providing users a recourse for going back. See: Warcraft II, or World of Warcraft


Rockstar removed around 180 cars from GTAonline recently... After literally years, just removed and partially put behind a paywall..

I think the SaaS model really depends on the Developer/Company. There are a lot of good and bed examples out there...


I still play first 4 Men of War games regularly every couple of years :)


You never heard of games like stardew valley? That model works well.


> Yeah, I truly lament the ruination of the Company of Heroes series.

The original CoH felt like such a well balanced and interesting game!

I have to say that oddly enough Iron Harvest has a similar feel to it, gameplay wise, even if the setting is different.

Then, you already mentioned Men of War, there's also Call to Arms, both of which still seem decent in my mind.

Where available, community made mods can be a nice touch! The community for those isn't too large, though, given the somewhat niche genre. There are also some free RTS games like Beyond All Reason (though it's more similar to Total Annihilation), or some others made in the Spring engine: https://springrts.com/wiki/Games

Very few WW2 themed ones, though. I'd also mention Steel Division, the first game of which had great balance, but the second game in the series feels almost too large scale for me (like Wargame, less about micro with individual units).


I will always remember Company of Heroes fondly, played it a lot with my friends. Such a well made game with much attention to detail and a great sense of humor. Sadly, the magic was lost in the newer versions.


Hey - thank you for Dawn of War. My gateway drug into the long dark spiral of plastic and paint despair that is Warhammer 40k.

Amazing game.


DoW is probably one of the best modern "classic" RTSes. It distilled all of the classic mechanics (resource collection, army management, upgrading, etc) into just refined enough without dumbing things down. It's a shame it progressively got worse with each sequel (focusing more on RPG and MOBA elements).


i mean it really doesnt have much competition does it? the only other notable rts games within the last 15 years were Starcraft 2 and Age of Empires 4


Dawn of War came out almost 20 years ago.

And there have been plenty of RTSes...the genre just lost it's mainstream appeal in general. In this very thread alone, four others have been mentioned.


That you omit/do not know of Supreme Commander only makes it sadder.


this may pain you to hear this, but that game came out 16 years ago


Apparently Boltgun (new FPS) is a 40K game and has been getting rave reviews from FPS youTubers


Boltgun is fantastic if you like Quake, it's pretty much what it is. A modern Quake in 2.5D/3D in the WH40K universe.


WH40K: Mechanicus is an excellent modern Warhammer 40k game for people that need a strategy/tactic fix more than FPS :)


And the opening cinematic and soundtrack throughout the game absolutely slaps.

“… but I am already saved.” shivers


+1 for mechanicus. Sleeper game for me.


Each of the games you’ve mentioned (including the article one) have been among my favorite games of all time. Thank you for your work.


Thanks so much for making those games — those were some of my favorite games I've ever played!


Oh hey, I also worked on Company of Heroes, but a good decade later while porting it to iOS. It was definitely among the nicer codebases I worked on at that job. But we did some unholy things to port it and get it working with touchscreens, I'm glad none of the original team have to see that. Decently chuffed with what we managed to bolt on to the existing UI system though.


DoW is an all time favorite, best RTS ever made.


Second best, with Homeworld being the best RTS ever made ;)


Homeworld is great though, no lie here.


Thanks for sharing that info on Neall... It had been a few years but he was great to work with on ps3 rollout and other tech fun back in the day. Sorry to hear it :(


Oh CoH was amazing. TY.


For fans of the game, Reubs on YouTube[0] has been remaking the entire game and all its assets using modern engine/tools/etc.

It’ll obviously (but regrettably) never get released to the general public, but it’s fun to watch and see what maybe could’ve been.

[0] https://youtube.com/@reubs


There could be an official remake one day after all: https://comicbook.com/gaming/news/the-simpsons-hit-and-run-g...


Errr, the quote this is going off of was someone asking an original team member if they'd support a remake and they said "I'd love to see it".

I'd love to see lots of things but that doesn't mean any of those things will ever be real


The producer seems to be also inclined to do a remake: https://www.nme.com/news/simpsons-hit-run-producer-hints-gam...


I don't understand that, why spend so much time making something only to never release it?


You state you will never release it avoid take down, and then when it’s done you “accidentally” get “hacked” and let the Streisand effect handle the rest. It’s either that or developing a remake in complete secrecy and drop it on the internet as a fait accompli.

For examples of what happens if you don’t employ underhanded tactics, take a look at AM2R or the Chrono Trigger remake.


(speaking hypothetically, of course)


Of course.


...in Minecraft.


That I can understand


The product that he is releasing are the videos of him remaking the game.


The YouTuber is a video game developer who sells a premium tool and courses for other video game developers.

The videos are an excellent form of content marketing.


To be fair, those courses are pretty new. I watched along since the beginning and I think he added the course advertisement a few months ago


For fun? To learn? Having an engaged audience of over 1/4M also helps.


Seems like a fun and clever way to market his game development course


He even pay for the 3D graphics! Essentially he is making ad money, boost his subscribers counts and he is marketing his product sold on the Unity Store.


Releasing the videos scratches the itch enough.


Zen


This is the most clean, grokkable, readable C++ code I think I've ever read.

I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax.

Is this game code uniquely well written or am I often looking at the wrong codebases?


I joined Radical Entertainment a few years after Hit & Run, and I can confirm that it was filled with very good engineers (and artists!), with really solid hiring and leadership. It wasn't without its flaws, but it was an excellent place for new and experienced developers alike.

Ultimately the transition to 360/PS3 and the massive increase in production value and challenges cracked the company - or, depending who you ask, it was just the Activision merger with Vivendi (owner of Radical).


I was sad when Radical Entertainment went away (no longer doing their own games). Loved the prototype game series. Hoping it somehow comes back.


> I feel like most open source C++ projects I read in non-game spaces are just a complete mess of indecipherable syntax.

This is because a lot of C++'s idioms are a) very old (stemming back from C++98, and slowly morphing with each version) and b) extremely conservative. Ideas that are important to more "modern" languages like KISS and "nothing magic" apply much less, as efficiency is generally more focused on. Especially in systems and embedded development.

> Is this game code uniquely well written or am I often looking at the wrong codebases?

I would say it's multi-faceted. Firstly, the codebases you're referring to probably aren't nearly as messy or archaic to primarily C++ developers. They just seem that way to outsiders; though there are plenty of messy codebases. Secondly, gamedev has it's own paradigms and idioms that are generally structured more agnostically and modular.

That all being said, I would say modern codebases built in C++11 and newer are much "cleaner" for non-C++ developers with more modern idioms.


There are also games with lots of very hacky and ugly code. :)

But I can recommend you to read the code from Quake, Doom, etc. Start with the early versions, because it's even much simpler. I also find this very easy to read and very simple, and easy to hack around with.

See my list here of code bases I recommend to read: https://github.com/albertz/wiki/blob/master/coding.md#recomm...


Have a look at KDE, I've always found most of their projects to be well written.


I can attest to that, atleast for spectacle. I once wrote a sharing plugin for purpose and spectacle had an issue where it was not propagating possible errors correctly. Setting up a dev environment for kde/spectacle was extremely easy and the code was easy to follow. Took me maybe 3 hours from zero to fixing it and making a PR.


I mean KDE did take over the desktop, with most of our apps living in the browser and most of the browsers being based on their code.


I understand that you're being facetious, but the reality is much darker than this historical trivia might suggest - the web platform is today largely controlled by one mega corp.


> the web platform is today largely controlled by one mega corp.

With a product using code from KDE it must be said.


Does it matter apart from warm fuzzy feelings? KDE doesn't have any influence on web platform anymore.


When talking about KDE's code quality it matters.

Two of three remaining relevant browser engine vendors (Apple and Google) base their browsers in that code base. They could have gone from scratch or used a different base, but they took KDE's. They wouldn't have if it was of bad quality and unmaintainable.


The context is how good their C++ code base was.


KHTML->Konqueror->WebKit->WebCore->Blink


Also WebKit -> Safari


I’m being genuine.


Was pleasantly surprised by the comments. But while the codebase is grokkable (every line is simple), it's brittle [1]. Not saying it's a big deal: brittle codebases are fine when the codebase is only going to be touched by a small amount of people. Less so when the code is going to be used and modified for decades by thousands of people (in OS, compilers, browsers...).

[1] Unchecked assumptions everywhere, #ifdef with platform specific code everywhere, singletons everywhere. Only spent 5 minutes browsing the code, I'm sure there's more examples.


singeltons are rather common in game code, it's not that bad. What's wrong with ifdefs for platform specific code though? Alternative is to have different compile-time paths.


In my experience (with gamedev) it often leads to your game silently breaking on platform you're not building it for. Proper CI will catch this, but it still makes the feedback loop longer.


SerenityOS's codebase is extremely clean:

https://github.com/SerenityOS/serenity


> am I often looking at the wrong codebases?

I don’t think you are. I have a couple of decades in the industry, in which I’ve had the honour to see quite a lot of code from many different organisations through one of my roles in Enterprise Architecture in the Danish public sector. In my completely anecdotal experience it takes quite a lot of dedication to the CI part of the development process to achieve clean code bases, and it’s often not something that’s going to be very beneficial in the short term. Over time, I think that most good programmers eventually ends up in a “readable code is good code” mantra, but it’s not an easy path and a lot of the “meta” philosophies that we teach programmers from their first day in programming are sort or counter-productive to writing clean code.

Having gotten into programming around the millennium I’m obviously mostly familiar with the OOP side of things, but many of the things I was taught in regards to OOP is still things I see CS students being taught when I do my side gig as an external examiner. Where I’m from we tend to start learning OOP with a classic “bird -> duck, something that flies, some bird that walks” sort of thing so students can put in “fly”, “swim”, “walk” and “say something” methods. Which is great, in theory, because in the real world (again very anecdotal) people tend to build polymorphism and inheritance in ways that eventually almost always seem to end up with code basis having been better off just writing a duck, a chicken and a ostrich instead of nesting them under a bird class. Don’t get me wrong, I love having basic classes to inherit from in any sort of data-modelling so it’s not like I’m aboard the “I hate all OOP” bus, my point is rather that we still teach students something that often turns out not to produce clean code. Often it’ll take a long time for some of those students to get to a point where they become critical of “academic” programming and many frankly never learn how to write clean code.

In non-OSS you can dictate a lot of things that you can’t with open source without breaking a lot of the concepts. I don’t necessarily think it’s wrong to demand that open source organisations make it a requirement that the only way you can build things for them is if you use their template projects in a technology they want to govern. But that goes against the principle of technology agnostics, so many will rightly not do that. If you don’t, however, take control on how code is supposed to be written, then it’s going to be written in a multitude of ways and I think it’s very hard to avoid it becoming messy over time.

Now, if you have a single project and not an organisation, and maybe you even have changing custodians, then you’re likely going to end up with not only different ways of contributing but also different governing philosophies over time. Which is very democratic, and probably unavoidable, but it’s also very prone to leave you with a code base that isn’t easy to read because it’s not actually written by a single set of “clean code” principles but multiple.

Or in short, no, writing clean readable code is hard.


Yes, OOP is seldom good for writing clean code.

In contrast, while far from my favourite language to write code in, I found Erlang to almost enforce, or at least strongly hint to the developer, many practices for writing clean code.


This file has more comments / boilerplate than logic and it’s hard to follow: https://github.com/Svxy/The-Simpsons-Hit-and-Run/blob/eb4b34...


My first impression was that it was fairly readable and had decent comments.




Also https://www.youtube.com/watch?v=R_b2B5tKBUM for some more highlights.


Joe seems to be quite the character. Having demands, but not fixing his own bugs: https://github.com/Svxy/The-Simpsons-Hit-and-Run/blob/eb4b34...


Joe sounds like he's the producer and the developers are sick of his dumb ideas?

Source: experience of being a developer in the games industry lol

edit: I checked, he was the lead designer.. aka producer.


20 year old "leaked" code that was apparently previously leaked at some point but no one noticed the first time around. :) I really did love this game back in the day though.


It finally finished uploading on dial-up ;) Yea surprisingly fun game given the premise. Up until that game I thought he Simpson's lived in Illinois instead of Oregon


I think they chose Springfield specifically because how generic a name it was. It is a very common name across many states (might be the most common place name in the US). Groening is from Oregon though.


The US has more Springfields than it has states: https://en.wikipedia.org/wiki/Springfield_(toponym)


Just upgrade to the 56k baud already. :) I still think Groening was trolling with his Oregon comment. It's still every Springfield in the US.


I think your answer makes more sense. The whereabouts of the show's location is a recurring joke:

https://simpsonswiki.com/wiki/Evidence_for_the_location_of_S...


Didn't 33.6 modems offer higher upload speeds than 56k?


Some v92 "winmodems" were more glorified sound cards so needed CPU. If the PC was busy, sonetithe line could drop. A 33.6 would be hardware, so there could be a time when slower becomes faster due to CPU load.

All external 56k modems were hardware, some people wouldn't risk an internal card for fear of ending up with a driver based device.

Ah good ol' days of BBS and wvdial for internet.


I actually had both a V.90 and V.92 external modem. V.90 was limited to 33.6k upload, and rarely exceeded 50k in download. The side sending at "up to 56k" needed to have a digital connection to the telco (in theory ISDN, but ISPs would have trunk lines usually).

I'm not sure I knew this at the time (if I did, I had forgotten it by now), but V.92 actually did allow sending at up to 48kbits from an analog line. This was usually not used because it would lower the rate coming from the other direction, and l̶e̶e̶c̶h̶e̶r̶s̶ ̶g̶o̶t̶t̶a̶ ̶l̶e̶e̶c̶h̶ most people cared more about downstream.


The first 56k modems were download at 56k, upload at 33.6. In theory that was the same upload speed as a 33.6k modem, but I guess line quality could have caused some issue with the higher download baudrate meaning that the upload suffered (say getting 45 down 28 up)

It wasn't until 2000 that upload got upto 48k (still not the full 56k on the download). I moved to cable/dsl in late 1999 so didn't go beyond 56/33.6


God, that was only 23 years ago....

But God damn, I was already a teen and that was 23 years ago.... Getting old kinda sucks....


Physical upload never went over 36.6, higher numbers you saw was MNP 5/V.42bis/ V.44 compression https://en.wikipedia.org/wiki/List_of_ITU-T_V-series_recomme...


V.92 apparently brought in 48kbit uploads


> due to CPU load

Or you get the damned Lucent/Agere drivers mess the things and transfer garbage instead of data. I still has some mp3s with garbled parts from these times and with 128kbps it's quite audible.


Upload is unchanged. Interview with inventor:

Oral History of Brent Townshend [Computer History Museum] https://www.youtube.com/watch?v=QqudP6ojEDI


It’s actually never been confirmed which state they live in :)


https://github.com/search?q=repo%3ASvxy%2FThe-Simpsons-Hit-a...

Only 50 instances of the word "fuck" in the entire repo.


I lost it at "bool fucked = true;".


Thanks for mentioning. Had me in tears.


Real brotherhood forming during this game development: https://github.com/Svxy/The-Simpsons-Hit-and-Run/blob/eb4b34...


Lots copy and pasted tho.

I like "buffy" for a buffer. That really dates it :)



For those with access to company-wide GitHub, I recommend running this search. Changes are you are going to find some gems. I know I did.


Must have been some experienced developers.


Simpsons Hit and Run was such a treat when it released. The amount of love for The Simpsons as a series that Radical had just oozed out of every pore of the game. It's full of fun little show nods and quips and is just a joy to play


Loved it as well. Also play a lot of Tapped Out and have for years for the exact same reason - it's just got everything that has ever been in the Simpsons and it's such fun to just build the world and watch the characters wander.

I think often about trying to figure out how to strip the assets and build an open source clone for it for when EA inevitably kill it and deprive the world of it.


I love how the comments in the code keep the same tone as the game and the Simpson itself.

“”” // Synopsis: Blahblahblah “””

I want to work in a place that allows this or encourages it.


commit these things and stand by them. I've ended a meeting with "I wrote that because of how obvious it is that composing a more detailed comment is not worthwhile and you've negated the point of that by having this meeting. if you really don't understand, have one of the juniors explain" but you better make sure you're right and so right that even the most contrived counterpoint won't hold water or start drafting new resumes


None of my bosses or their bosses or their bosses have ever read my code. Write whatever comments you want.


I would have expected a flurry of activity given the cult popularity of this game. It was leaked on 1st June according to github. Does anyone know if there has been anyone working on this trying to make it run on modern computers? Very fascinating!


You can already run Hit & Run on modern computers - I'm playing it here on an ultrawide monitor full-screen with 5120x2160 resolution. All you need is to download "Lucas' Simpsons Hit & Run Mod Launcher" and enable a couple of compatibility checkboxes and off you go.

https://modbakery.donutteam.com/release/lucas-mod-launcher


The source code had already leaked at least 2 years ago.

See this reddit post for instance: https://old.reddit.com/r/SimpsonsHitAndRun/comments/pa2ecc/s...


Hulk from the same studio leaked too back then. Even had some PS2 sdk versions in it.


Not based on this source code, but on the original assets, 'reubs' made an Unreal Engine version of it.

https://www.youtube.com/watch?v=M4QUy02cQqY&list=PL3gCaTLUSA...


Sounds like it'd be such a fun project to modernize the game, I wonder how quickly Activision will DMCA any such attempt though.


That was a fun read through with some great comments and variable / method names.

I'm sure we've all had variables like this: https://github.com/Svxy/The-Simpsons-Hit-and-Run/blob/eb4b34...

And comments like this: https://github.com/Svxy/The-Simpsons-Hit-and-Run/blob/eb4b34...


That's hilarious, made me think is software engineering a bit too serious sometimes


Fun game. I played it a bit on PlayStation. The one game I played again in emulation after ripping the disc onto my pc.

It’s weird to learn later that it’s basically a clone of crazy taxi.

Though I remember everything going “Halloween” in that game and having a big smile.


I think you mean road rage¹. Hit and run was more like the early gta games².

[1] https://en.wikipedia.org/wiki/The_Simpsons:_Road_Rage

[2] https://en.wikipedia.org/wiki/The_Simpsons:_Hit_%26_Run


I didn’t realize those were different either.


Can anybody explain the existence of all*.cpp files which include other source files?


That's called a "unity build". https://en.wikipedia.org/wiki/Unity_build


I guess it's a way to optimize the build somehow, but you can achieve the same result with a proper build system, well-defined targets, and precompiled headers, but it's more work for the developers.


MEGA? Have kids these days not heard of torrent


Torrents don't work well in most of the world due to asymmetric upload/download speeds.


Torrents handle most people leaching if at least a handful of people are seeding. Westerners with fat upload pipes can support everybody else.

At a bit less than 5GB, this is the perfect candidate for a torrent. Small enough to reasonably seed to a high ratio, while so large that it apparently puts me over mega's transfer quota for my IP..


I'm not sure about upload specifically, but recent lists of countries sorted by average download speed puts a lot of non-Western countries (in the sense of lack of European influence, etc.) near the top of the list.

But your point stands that the large pipes, wherever they are, can support the RoW.


Low upload speed doesn't matter if there are enough peers. I'd argue BitTorrent was designed with this limitation in mind.


Doesn't matter if you have a seeding ratio set of >=1


Why go through the effort of paying shady seedboxes and/or VPNs to host your files when you can plonk the files onto some shared host instead?


Just glancing through game.cpp and the code is pretty readable with decent comments.


It will be fun to now have Simpsons references show up when using Github Copilot!


I think this was one of the best Simpsons games. I don’t think there is a person on earth who wouldn’t put in the top 3.


I've really been enjoying this one person's year long journey in remastering Hit&Run. It's impressive what he's accomplished.

https://www.youtube.com/@elgatodeltejado


> // TODO:

> // Make sure this is correct by verifying with Jesse.

Guess it was right!


"Description: Blahblahblah"

Classic


enjoyed browsing through the c++ code. thanks


good study of production code. thanks


The release note has some nasty casual homophobia. Eurgh.

https://github.com/Svxy/The-Simpsons-Hit-and-Run/releases/ta...


There was a period in the 90s and 00s when gay meant lame. I’m sure many used it hatefully, but schoolboys were just using play yard lingo.

When gay began to mean GAY, people stopped using it to mean “lame”.

This poster is probably 30-50 years old and likely meant no harm. There’s an internet meme “fake and gay” which has nothing to do with homophobia but instead refers to the 90s usage.


I think everyone is aware of this. However the playground usage is based on homophobia. I can assure you (being 38 myself) that we schoolboys all knew roughly what being gay was and that it was something bad and shameful. I do not want to get overly bent out of shape about some idiot’s casual homophobia on a random corner of the internet, but let’s please not deny that it is casual homophobia.

> When gay began to mean GAY, people stopped using it to mean “lame”.

This is completely ahistorical. The ‘lame’ meaning came long after the ‘homosexual’ meaning.


I’ll speak for myself then. I had no concept of what homosexuality was when I was 9, but parroted speech I heard at school. By 13, I was aware of the people using “gay” to mean “homosexual” and I began confronting anyone saying it, and stopped saying it myself as an adjective to mean lame.

I truly didn’t know. There was no internet, so my only source of culture was media and school.


Sure, some individuals may not have known, but the usage is very obviously rooted in homophobia, and any present day adult should be able to see that. People can make thoughtless mistakes and I don’t think this person is the devil, but the comment is a very clear instance of casual homophobia.


Yeh, I raised it here in that same spirit of acknowledging and calling it out.

I'm in my 30's, very happy that I barely hear this kinda direct homophobia anymore. I've long been unpacking the personal repercussions of `gay === very bad` being deep set in my brain in those formative years.


People stopped using it because of enormous mounting social pressure and increasing awareness of its homophobic roots, not as some innate linguistic slide. The "fake and gay" meme comes from 4chan where it has persisted since "gay" was still a pervasive pejorative term, not as a winking post-modern reference to it. Your optimism about the banality of this history is whimsical and it'd be nice to live in that world, but the actual harm of that usage cannot be divorced from the term regardless of your individual intent.


Unfortunately you really can't distinguish if it's actually empowering ironic homophobia of a queer individual or not. Wouldn't take it too seriously, it's the internet after all.


I don’t really see any way this could be ironic or empowering. There are bigger problems to worry about, but we may as well recognize this for what it is.


>we may as well recognize this for what it is

I hate this trend of the internet where we have to agree with anyone who is offended. I don't actually recognize this for what it could be, and my experience and opinion is as valid as others.


Who is the offended person here who you think that you have to agree with? I’m not really following.

My post that you’re replying to just said that I don’t think that the comment on GitHub is likely to be an instance of ironic empowering homophobia. If you disagree then I have no particular beef with you on that factual point - I just think you’re wrong.


[flagged]


> You mad?

holy shit, you're a trollface meme that can type


I say we cancel them. Get the torches and pitchforks!


I really dislike this tendency to (implicitly) exaggerate what people are saying when they point out homophobia or other such prejudices. It kills any possibility of a sensible conversation. No-one in this thread has called for anyone to be ‘canceled’.


I really dislike framing people from different eras as homophobes. Back when this was written this was seen as just a joke, no harm intended, no homophobia involved whatsoever.


The relevant comment is on the linked GitHub page and was written recently (June 1 2023), not in a different era. Perhaps that misconception explains your comment.

Also, no-one in this thread has called anyone a homophobe, but only pointed out that the comment is an instance of casual homophobia. It seems that you’d like to have a particular argument with some kind of caricature of a cancel culture warrior, but I’m afraid no-one present actually meets that description!


We actually live in an era where homophobia is becoming even more socially acceptable then the 2000s, so this is a weird hill for you to die on.


It's difficult to understand with all the yearly gay prides, weddings recognized by the governments, and ability to adopt children. I recognize that there are still improvements, but it's way more accepted than in the 90s and before.


I’m not dying on your hill of non-sequiturs, don’t worry.

It turns out the remark this is all about is something in the setup of this repository, not by the original authors of the code. My comment was assuming it was. If so, the remark would be not a very shocking one and not rooted in homophobia, and complaining about it would be like complaining the Bible is misogynistic.

Instead, the remark was made in our era and probably rooted in some infantile meme lord attitude and although in my opinion not expressing real homophobia still not appropriate.


[flagged]


Pure speculation on my part, but it might be a flavour of unity build?

https://en.m.wikipedia.org/wiki/Unity_build




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