Hello guy's, does any one knows which source code language was used to build Descent 3?
Why? To be able to extract certain pieces of code to e.g.: drive a real red flashing \"LOCK\" light inside the Pyro cockpit, insteat of the one on screen! This would definitely increase game/sim realism.
Anybody of the writers of Descent 3 present here???
Gyro360
Source Code
Source Code
The sky is not the limit, there are NO limit's!
On a good day you might be able to get hold of Kevin Bentley, but he hasn't been around the DBB too much as of late.
I can all but confirm it's C++ though. (Scripts built with the D3 SDK were in C++, compiled to DLLs that were loaded at runtime by Descent 3 - not too many practical ways you can do that outside of C/C++.) Not that this helps you much for modifying it, because the Descent 3 source code was never released to the public.
I can all but confirm it's C++ though. (Scripts built with the D3 SDK were in C++, compiled to DLLs that were loaded at runtime by Descent 3 - not too many practical ways you can do that outside of C/C++.) Not that this helps you much for modifying it, because the Descent 3 source code was never released to the public.
- SirWinner
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Most game software uses C++ with the timing dependent stuff optimized in Assembly Language.
Look at the opened source popular games such as Descent 1, Descent 2, Freespace 2, etc... You will find that most of them were done in C++.
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Some of the better old old games were done purely in Assembly Language.
One of the cool old text based games was on Novell Netware called Snipes... it was only 16 kilobytes of executable.
Look at the opened source popular games such as Descent 1, Descent 2, Freespace 2, etc... You will find that most of them were done in C++.
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Some of the better old old games were done purely in Assembly Language.
One of the cool old text based games was on Novell Netware called Snipes... it was only 16 kilobytes of executable.