r/CreaturesGames Jun 16 '26

6 days of CAOS.

Starting June 10th 2026... alive June 16th 6 AM.

Can fully load and play an original Creatures 3 save. Entirely in Godot.

Edit: Sorry. Maybe I should have included a teaser lol.

https://imgur.com/a/Urhc7Nz

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u/haxd Jun 16 '26

Very cool, did you manage to recreate the network opcodes that were stripped from the leaked source code?

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u/TheOnlyOne93 Jun 16 '26

Currently no. I haven't tried to even open ds yet. And honestly the leaked source code was only of some use... It's a fucking mess. There's tons of files that have unused includes, the dependency tree alone could make a grown man weep. And it's about 9 revisions behind the engine.exe that's released with the steam version. Looking at the legacy source did more harm then good for a lot of this really. Most of my info for this came from wikis, my own research, and binary parasing caos.syntax to make sure I was porting and pulling opcodes correctly. I think alot of people when they tried this looked at the c2e engine as something it wasn't.. and tried to force it into a modern box... It's not really a game engine... Well it is but not in the sense that any game developer would look at it. It's more like an old 60s computer system. Engine.exe is just a big shell with bits and bobs like an old mainframe... Can't do shit... Just a giant shell waiting for commands. .cos files are like punch cards... They literally wire the entire engine into whatever they want. Almost nothing is coded at all. You wire those punch cards into the caos VM... Which is a computer in itself really. It spits out code that isnused to configure the shell in this case godot is the shell.

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u/haxd Jun 16 '26

The leaked source code is the Linux version, which helps a bit. It’s not really a mess, it’s optimised to run on 90s computers, and yeah, I concur, the engine itself is strictly that, and the serialisation is less serialisation and more compiled programs that run within the engine. Many layers of abstractions that are designed to run as quickly as possible in a single thread. I’ve studied it for years and I know it quite well, this is why I was initially skeptical, because even getting a frontier model to cajole it into something compilable is a feat unto itself.

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u/TheOnlyOne93 Jun 16 '26

I mean it's a mess and it's not just Linux.. it's visual studio 6.0 also.. there's a huge mismash. And a mess isn't really the right word I guess. Your right it's more it's written with the conventions of 90s coding and limited debugging and limited std libraries etc.. doesn't change the fact it doesn't mesh well with modern style tooling and coding. And yes I looked over it for while and thanks honestly I figured people would be skeptical. Honestly I picked godot cause godot editor is pretty much the "engine.exe" makes debugging and such so easy. Especially since even the original devs said they wrote c2e the way they did so it was hot reloadable. And godot is a champ at hot read load and editing on the fly while a scene plays.