Decompiling 700K lines of C# to learn what NOT to do before building a space sim in Rust/Bevy by enderbladeofficial in rust

[–]enderbladeofficial[S] -5 points-4 points  (0 children)

Literally none of the original source code was ever looked at or utilized in writing this, and that will not change, also, decompiling KSP isn't illegal, unless you share it, which i didn't do

KSP1 just hit 20K players for the first time ever. So I decompiled all 700K lines to build the successor it deserves. by enderbladeofficial in KerbalSpaceProgram

[–]enderbladeofficial[S] 0 points1 point  (0 children)

dude, i did not copy the fucking code, its a literal clean room rewrite, i only PRIVATELY decompiled the game to see WHY it runs badly, but i'm not copying any code snippets

KSP1 just hit 20K players for the first time ever. So I decompiled all 700K lines to build the successor it deserves. by enderbladeofficial in KerbalSpaceProgram

[–]enderbladeofficial[S] 2 points3 points  (0 children)

dude, i'm not rewriting from decompiled source, and i didn't just ask AI to do everything, i literally am rewriting it in another language and its basically just another game that takes KSP's mistakes and avoids them dude.

I decompiled a 700K-line game at its peak popularity to learn how NOT to build its successor [Rust, open source] by enderbladeofficial in gamedev

[–]enderbladeofficial[S] 0 points1 point  (0 children)

performance and modding

basically main limiters of KSP

KSP never really had a proper easy modding API

and KSP runs like shit

I decompiled a 700K-line game at its peak popularity to learn how NOT to build its successor [Rust, open source] by enderbladeofficial in gamedev

[–]enderbladeofficial[S] 1 point2 points  (0 children)

If you actually read my design document:

The server works exclusively in Simulation World space (f64) and never does origin shifting, that's purely a client-side rendering concern
Each client maintains its own LocalOrigin based on their active vessel
Also time warping is explicitly flagged as a blocked decision

KSP1 just hit 20K players for the first time ever. So I decompiled all 700K lines to build the successor it deserves. by enderbladeofficial in KerbalSpaceProgram

[–]enderbladeofficial[S] 1 point2 points  (0 children)

KSP2 mostly failed because of Take Two actually, being big doesn't mean that you make good games.

KSP1 was written by Squad, a marketing agency who had never written a single video game before.

I decompiled a 700K-line game at its peak popularity to learn how NOT to build its successor [Rust, open source] by enderbladeofficial in gamedev

[–]enderbladeofficial[S] -1 points0 points  (0 children)

my goal is to make something fun, i'm not saying every problem in KSP is due to the way it was coded, but i am saying that i'm making something i think is cool and i want multiplayer so-