Re:How a 20 year old bug in GTA San Andreas surfaced in Wind...
by tialaramex on Thursday April 24, 2025 @10:58AM
(#43783634)
We don't have enough information to claim it's the "right decision" only that this choice did work, not that other choices couldn't have been better.
In video games you can go back and try another option but life isn't like that and so we can only suppose what might have happened.
Re:How a 20 year old bug in GTA San Andreas surfaced in Wind...
by smcl on Thursday April 24, 2025 @01:52PM
(#43785512)
Well what happened was that despite being based on an aging Renderware engine and programmed using a language with many potential footguns, the game was stable enough across multiple platforms, architectures and OSes that it was both a critical and commercial success.
I know what you’re saying - you can’t really know what might have been in an alternate reality. But in that alternate reality they’d have had to come up with something truly monumental to outdo themselves here.
I think you’re just being a wee bit picky about me using the words “the right decision”. If we’re honest with ourselves there probably wasn’t a Rust-like language in the conversation when they set out to build GTA3, Vice City or San Andreas so this is all kind of moot unless we're suggesting that Rockstar should have started out by building that language...
And that's not to mention the uncomfortable truth that while doing this correctly in something like Rust may very well take less effort overall than in C++, that is not the bar we are aiming to clear. They wanted to implement something that was correct-enough, and given that this bug wasn't hit for 20+ years and that the game was a roaring success on all the major platforms - I think that was the right decision.