WC4 Remake

Vidmaster

Rear Admiral
You misunderstood me there, I just believe that we, as software developers as a whole, could do way better than C++, with Rust being a prime example of how to combine sensible programming contracts and language abstractions with performant compilation results and low-level access.

As a lead architect and software engineer with experience experience with both core and custom tech, I agree with your statement ☺️ and your above assessment in general. Quite simply, in practice with today's popular technology, you are completely right.

Allow me to answer two specific points in more detail though:
C++ is as good or as bad as the developer using it.
Yes. The same is true for C#, Javascript, Scala, Python, Java and pretty much every other programming language but it is certainly even more true for C++.

The good game engines I've worked with only use a restricted subset of the language, especially if it's in gameplay code, either enforced through design or coding guidelines. Usagi doesn't even use inheritance in gameplay code as it's based on the CES pattern, and then on top of that of course there's scripting. Allocations and deallocations are all abstracted away from anyone on the gameplay side. It'd be a mess to even try and implement the same system with C#, and at the end of the day the code visible to a gameplay programmer is very limited.
This entire paragraph confuses me, as it is divorced from the actual topic, at least in my humble opinion. You are talking about engine-structure here, which just has nothing to do with the programming languages involved at the conrete level of different abstractions.
In addition, what functionality to expose at which level is a general question of architecture and is thus, again, independent of what will be compiled to your assembler, bytecode or whatever the low-level language employed by your framework/platform/language is.
So, while all of this is true, the actually relevant piece of info is that all successful and big game engines out there right now have either a C or C++ core at its heart and that is just an immutable fact at the moment.

Let me repeat again that the intention of your statement, for purposes of both practical game development today as well as this project in particular, is simply correct and not in dispuste.

Therefore, rephrasing my earlier statement:
I am looking forward to the day that C++ is finally dead, which means that it has been replaced with something that follows more modern programming paradigms. To that end, I will take any action possible on my behalf to speed up its demise, which includes not using it for new projects I am resposible for in some form or another, as long as any valid alternative exists.

As such, I am not the programmer you are looking for since I am incompatible with the tech base of this project.

Let's stop de-railing the thread, but I am certainly happy to do a tech-filled nerdy software dev discussion via PM or a different channel 😇
 
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Pedro

Admiral
This entire paragraph confuses me, as it is divorced from the actual topic, at least in my interpretation You are talking about engine-structure here, which just has nothing to do with the programming languages involved at the conrete level of said abstraction.
What to expose at which level is a general question of architecture, independent of what will be compiled to your assembler, bytecode or whatever the low-level language of choice is.

This wasn't a defence of the language, and more stating that it's not important enough to hate. If the language gives you enough freedom once you've built up your design, issues like threading, memory safety etc; they aren't exposed to the majority of developers.
 
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ODVS

Chief Petty Officer
After much, much experimenting, I've decided to abandon 4K FMV for the remake. My reasons are twofold:
  1. The quality improvement over 1080p was neglible at best (it's just asking too much to upscale by 600%)
  2. The file weight for all the game's FMV at 4K would have been excessive
When you combine those two reasons, the decision effectively made itself.

However, I have good news - the quality of the AI models available is improving at an exponential rate. I recently got my hands on the 11th generation of models for Topaz Video Enhance AI and the results are a marked improvement over previous versions. On top of that, I finally calculated an excellent set of tweaks for the h.265 codec which provide an astonishing balance between image quality and file size. Current experiments have all the in-game FMV at double the image compression quality of the h.264-encoded HD Pack V5.0 at far less than half the file size!

If I could, I'd bring these improvements over to a new HD pack - but sadly, the original game won't accept h.265-encoded video - so I believe my time is better spent bringing as many improvements to the remake as I can.

So, how about a sneak preview?


And there's more reason to be optimistic for the future. We still have a long road ahead before we're ready to release the remake in its entirety - and by the time we do, I can only imagine how much better the AI upscaling tech will be :)
 

Vidmaster

Rear Admiral
I approve of this. I recently managed to talk another upscaling-person out of it. When upping low-res stuff, there is only so much than can be gained and while 4k sounds nice, it is often not worth it, considering the filesize.

Do a really good 1080p, that is where its at.
 
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