Re:Cryengine Source Code
by gentleman11 on Saturday June 27, 2020 @01:47PM
(#23663272)
What sorts of static code analysis tools do people here use in their game projects? I know carmack is a big fan of them
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Re:Cryengine Source Code
by nocturnial on Saturday June 27, 2020 @03:28PM
(#23664014)
Here are the results for cry engine specifically:
https://www.viva64.com/en/b/0417/
https://www.viva64.com/en/b/0495/
https://www.viva64.com/en/b/0574/
I'm not endorsing pvs studio nor am I saying it's bad. Try out some tools and see what works best for you.
It's funny because many of these are the exact possible errors you expect when someone is swimming in a large code block doing lots of copy and paste. Large blocks of code are very hard to test thoroughly, so I imagine the testing was mostly looking to see if things look right followed by play-testing.
Re:Cryengine Source Code
by gameswithgo on Saturday June 27, 2020 @03:33PM
(#23664038)
I have used the Rust compiler, which will catch all memory errors, data races, and null pointer exceptions and buffer overflows at compile time as a matter if course. then you can add cargo fuzz if you like.