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O’Reilly: Christoph Reichenbach and Lars Skovlund on FreeSCI

[ 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…”

Complete
Story

Related Story:

O’Reilly: FreeSCI: Rebuilding Sierra’s Classic Quests
(Feb 08,
2003)

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