On top of that, the hardware requirements (256MB of system RAM, and the PlayStation 2 only had 32MB) made it enough of a challenge to get the game running at all. Throwing in a heavyweight parsing library for either of these three languages was out of the question.
Most of the time, the programmers who do this do not follow the simple rule that Stroustrup said which is to define or initialize a variable where you declare it (i.e. declare it before using it), and which would solve a lot of bugs in C++.
Yeah but we're talking about a 2004 game that was pretty rushed after 2002's Vice City (and I wouldn't be surprised if the bug in the ingestion code didn't exist there as well, just wasn't triggered due to the lack of planes except that darn RC Chopper and RC plane from that bombing run mission). Back then, the tooling to spot UB and code smell didn't even exist or, if at all, it was very rudimentary, or the warnings that did come up were just ignored because everything seemed to work.
To be honest, I just don't like how you disparaged the programmer out-of-context. Talk is cheap.
But it is even more important for today’s game studios to see and understand the mistakes that yesterday’s studios made. That’s the only way to avoid making them all over again.
Besides, the complaint about not having a heavyweight parser here is weird. This is supposed to be "trusted data", you shouldn't have to treat the file as a threat, so a single line sscanf that's just dumping parsed csv attributes into memory is pretty great IMO.
Definitely initialize variables when it comes to C though.
This isn't that uncommon - look at something like Diablo 2 which has a huge amount of game data defined from text files (I think these are encoded to binary when shipped but it was clearly useful to give the game a mode where it'd load them all from text on startup).
Your average hire for the time might have been self-taught with the occasional C89 tutorial book and two years of Digipen. Today’s graduates going into games have fallen asleep to YouTube lectures of Scott Meyers and memorized all the literature on a fixed timestep.
I worked in gamedev around the time this game was made and this would have been very much an ordinary, everyday kind of bug. The only really exceptional thing about it is that it was discovered after such a long time.
struct test {
int my_int = 0;
int* my_ptr = std::nullptr;
};
Or is this something more recent ?You cannot initialize them with a different value unless you also write a constructor, but it not the issue here (since you are supposed to read them from the file system)
https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times...
And in 2004, didn't have a published specification, or much use outside of webdev (which hadn't eaten the world yet).
> and SAX parsers are 22
And, especially at the time, pretty much exclusive to Java, right?
Put another way, which are the high-quality open-source implementations of those formats that the developers should've considered while working on SA in 2003 and 2004? Or for that matter, in the 2001-2002 timeframe, when the parsing code was probably actually written for use in VC?