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Re:SpaceCadetPinball – Decompilation of 3D Pinball for Windows by selcuka on Thursday October 14, 2021 @02:13AM (#28861040)
To be clear I was sad about the lack of comments in the original code. It shouldn't be that hard to find where the collision detection occurs.
Re:SpaceCadetPinball – Decompilation of 3D Pinball for Windows by mike_san on Thursday October 14, 2021 @04:02PM (#28869255)
Raymond's comment about not being able to find the collision code is a bit absurd. I can't recall if Danny or I named the top-level collision detection function, but it was just named 'pb_collide'.

It's nice to be able to point to this line: https://github.com/k4zmu2a/SpaceCadetPinball/blob/5947727f80...

And, while it is true that the code is sparsely commented, the geometry code that computes ray intersections is commented.

Re:SpaceCadetPinball – Decompilation of 3D Pinball for Windows by selcuka on Friday October 15, 2021 @01:14AM (#28874553)
To be fair it's a huge undertaking to port any code of that size to 64 bits, be it fully commented or not. He probably remembers it vaguely and it might be a different function they had problems finding the exact location in the source code.

I'm curious, didn't they just call you or Danny (I believe that's Danny Thorpe, who is currently working for Microsoft) for assistance?

Re:SpaceCadetPinball – Decompilation of 3D Pinball for Windows by unnouinceput on Thursday October 14, 2021 @03:43AM (#28861543)
Ray wasn't about only to find the collision, but porting or not the game, meaning going through entire uncommented code of the game. And he said they made the executive decision not to port it.