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rrika/cdcEngineDXHR ★ 326 17 APPLICATION

This is a reverse-engineered C++ reimplementation of the CDC game engine powering Deus Ex: Human Revolution Director's Cut, built from IDA Pro decompilation and manually cleaned up into template-based source (explicitly not a matching decompilation). It is a real runnable application: on Windows it boots via WinMain in cdcGameShell/win32/MainVM.cpp, on Linux via cdcGameShell/linux/MainVM.cpp (SDL3 + dxvk-native), and it loads the original game's proprietary archives (BIGFILE.000, .drm/.cdrm, .dtp) using CRC32 path hashing and a dependency-driven resolve pipeline. The code requires original game assets and binaries to be useful; without those it is a development harness for studying the engine. Architecturally it is a monolithic single-target engine (CMake target `dxhr`) split into clean subsystem directories: cdcFile (archive filesystem abstraction), cdcResource (DRM/CDRM section loading with dependency graphs and relocations), cdcRender (a full D3D11 renderer with render-pass/sort system, cached state manager, static/dynamic buffer pools, FXAA/MLAA post-processing), cdcScene/cdcWorld (streaming, instances, scene cells), cdcAnim (animation graph with decoder and state machines), cdcScript (bytecode VM with an incremental mark-sweep garbage collector and a decompiler), cdcSound (FMOD-backed audio with a SoundPlex graph), and game/ (DX3-specific gameplay: player, inventory, objectives, augmentations, dozens of Scaleform-style UI movie controllers). ImGui and ImGuizmo are deeply integrated as an inspector/editor layer, including a DRM hex explorer, per-object debug UIs, runtime material patching, and an in-world gizmo. The dominant character is application, but it is also a reverse-engineering research artifact: many structs in eventually_generated/cdc/dtp/*.h are byte-level guesses from binary analysis, with names borrowed from leaked Tomb Raider (2013) debug info and uncertainty markers throughout. The codebase is honest about its incompleteness. There is a very high density of TODO/HACK/stub code paths: the shadow pass and light manager are scaffolding, scene culling is intentionally brute force, audio streaming is actually whole-file demux (HackMultiplexStream), serialization methods are empty, and some reverse-engineered layouts are marked unconfirmed or contain unnamed dword* fields. Several known bugs are documented in comments (e.g., a `shift += 2` blend-state bug fixed in Tomb Raider 2013 to `shift += 8`). Despite this, the overall architecture is strong and genuinely instructive: the resource-dependency graph, allocator design, render-pass registration pattern, script GC, and format parsers are all well-isolated, non-trivial components that an engineer could lift into other engine or tooling projects. The project is best suited for developers studying the CDC engine, building tooling for DXHR modding, or looking for reference implementations of game-engine resource pipelines.

RATING: 7.5/10 MAINT: active DRIFT: medium
▸ 6 reusable components found
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