[ Thanks to Jason
Greenwood for this link. ]
“O’Reilly Network: What are the unique
programming challenges in reverse engineering a game engine that
you’ve experienced?“Skovlund: The fact that we don’t have any
exact specifications makes it difficult to determine how closely
you need to follow the original code or even the purpose of a
particular piece of code. Often you have to see an engine feature
being used by a game before you can start making assumptions about
it. You often have to make strict assumptions about a particular
feature, which can be relaxed later, but only after your game
engine is finished enough to run a game that uses it…”
Related Story:
O’Reilly: FreeSCI: Rebuilding Sierra’s Classic Quests(Feb 08,
2003)