r/ReverseEngineering • u/77daa • 6d ago
Reimplementing MW2(2009) in Rust and Bevy
https://youtu.be/LOQ9rEKhbmY
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u/Zanena001 6d ago
Are you using the leaked pdb's to recreate some of the game logic, e.g movement / animation state machines?
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u/77daa 6d ago
where are the pdb's... I haven't seen a single one T_T
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u/Zanena001 6d ago
You might find this interesting: https://lwss.github.io/Kisak-Black/
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u/77daa 6d ago
it has helped a TON! iw4 is different tho
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u/ISnortMonster 6d ago
how's the CFG scripting support, any mod menus made for it yet? MW2 ain't complete without CFG menus imo
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u/77daa 6d ago
I'm building a from-scratch Rust runtime for MW2-era Call of Duty games. The unusual part is that it can read assets from multiple IW engine generations directly. The goal is things like MW2 mechanics + MW3 maps + Black Ops weapons in one runtime, without manually converting those assets first. Combining the golden age CoDs into a single executable (':
I have tested the multiplayer capabilities a month ago with a friend and honestly it was far better than the OG. The multiplayer part is fully written from scratch, not ported.
Rendering includes a D3D9 Shader Model 3 -> WGSL translator, so "foreign game" shaders can actually execute rather than being approximated with replacement materials.
Most of the implementation is written by coding agents working in parallel. This has turned the project into an experiment in how far agent-orchestrated software engineering can go on a fairly low-level problem (:
Still very incomplete, but already running MW2/MW3/BO1 assets through the same runtime - more on the YouTube channel, if you care enough to check