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$ show rrika/cdcEngineDXHR

[account ↗] [repo ↗] APPLICATION ★ 318 17 ● active (last update 3 months ago)
reviewed by: nvidia/nemotron-3-super-120b-a12b

This repository is a reimplementation of the Deus Ex: Human Revolution Director's Cut (DXHRDC) game engine, created through manual decompilation and cleanup of the original binary, supplemented with debug information from a leaked Tomb Raider (2013) build (same engine family). It is not a matching decompilation and lacks automated resynchronization with the original binary. The engine requires original game assets (BIGFILE.* files) to run and provides core systems for rendering (DirectX 11 abstraction), audio (FMOD-based), animation (animation graph), game logic (object management, AI, player systems), input, UI (Scaleform via ImGui), resource management, and world streaming. The architecture is modular but monolithic, with a central game loop in cdcGameShell/MainG2.cpp. While the code shows evidence of structured design (interfaces, resource management, job system), it contains numerous TODOs, HACKs, and incomplete implementations, indicating ongoing work. Dependencies include DirectX 11 (or dxvk-native for Linux), FMOD, Dear ImGui, and miniz. The project is actively maintained with recent commits.

RATING6.5/10
QUALITY6.5/10
MAINTENANCEactive
DRIFTlow
CONTRIBUTORS3
VELOCITY0.76
OPEN ISSUES0
CLOSED ISSUES7
LAST COMMIT3 months ago
Files by Type (count)
C/C++ Header
549
C++
323
Text
40
Other (.bat)
26
Other (.vcxproj)
21
Other (.filters)
21
Makefile
18
Markdown
16
YAML
7
Other (.mm)
7
Other (.ttf)
6
Other (.emscripten)
4
Files by Type (size)
Other (.ids)
8MB
C++
4MB
C/C++ Header
2MB
Other (.so)
1MB
Text
1MB
Other (.lib)
707KB
Other (.ttf)
478KB
Other (.dll)
367KB
C
330KB
Other (.shad)
255KB
Other (.vcxproj)
203KB
Markdown
170KB

The LLM identified 5 files worth highlighting for reuse:

A generic resource loading system that handles typed resources (e.g., animations, scripts, models) and dependency resolution. Uses template-based handles and a resolver to load assets from archives and manage cross-references, enabling extensible asset pipelines.

file: cdcResource/Resolve.h ↗ | tags: #resource-management #dependency-resolution

A node-based animation system for blending and mixing animations. Includes pose evaluation, blending, state machines, and various node types (e.g., blend, additive, procedural) for skeletal animation, independent of game-specific logic and usable in other 3D applications.

file: cdcAnim/AnimPoseNode.h ↗ | tags: #animation-graph #skeletal-animation

A standalone math library providing vector, matrix, and quaternion operations with inline implementations. Includes common geometric functions, transformations, and interpolation methods suitable for graphics, physics, and simulation.

file: cdcMath/Math.h ↗ | tags: #math-library #vector-matrix

A simple thread pool implementation for executing jobs in parallel. Features a job queue, worker threads, and synchronization primitives for managing asynchronous tasks such as resource loading or background processing.

file: cdcMulticore/Job.h ↗ | tags: #job-system #thread-pool

A flexible camera system with multiple camera types (orbit, first-person, third-person, cinematic) and a manager for stacking, blending, and transitioning between cameras. Includes smooth interpolation, input handling, and frustum culling support.

file: camera/ICamera.h ↗ | tags: #camera-system #view-controller
Last analyzed: 2026-08-03 15:18:52.254486
Next check: 2026-08-10 15:18:52.209165
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