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author | aap <aap@papnet.eu> | 2021-02-12 21:52:33 +0100 |
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committer | aap <aap@papnet.eu> | 2021-02-12 21:52:33 +0100 |
commit | 2ce946584e8c9584a7674a095521269b1bc5f40c (patch) | |
tree | 9182991c93288c61e4f9e0efdd477d80500b0ded | |
parent | license information (diff) | |
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-rw-r--r-- | README.md | 29 |
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@@ -148,6 +148,35 @@ We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_ST Do not use features from C++11 or later. +## History + +re3 was started sometime in the spring of 2018, +initially as a way to test reversed collision and physics code +inside the game. +This was done by replacing single functions of the game +with their reversed counterparts using a dll. + +After a bit of work then project lay dormant for about a year +and was picked up again and pushed to github in May 2019. +At the time I had reversed around 10k lines of code and estimated +the final game to have around 200-250k. +Others quickly joined the effort and we made very quick progress +throughout the summer of 2019 +after which the pace slowed down a bit. + +Due to everyone staying home during the start of the Corona pandemic +everybody had much time to work on re3 again and +we finally got a standalone exe in April 2020 (around 180k lines by then). + +After the initial excitement and fixing and polishing the code more +reVC was started in early May 2020 by starting from re3 code, +not by starting from scratch replacing functions with a dll. +After a few months of mostly steady progress we considered reVC +finished in December. + +Since then we have started LCS, which is currently work in progress. + + ## License We don't feel like we're in a position to give this code a license.\ |