GTA Vice City Code Review: Bugs, Cops & Clever C++ Tricks

Grand Theft Auto: Vice City is a masterclass in game engine optimization, that pushed the PlayStation 2 to its limits. Following the absolute magic trick of GTA 3 squeezing a city into a tiny 32 megabyte RAM chip, Vice City demanded even more: faster cars, denser crowds, and fully flyable helicopters! 👉 Learn to code faster with Scrimba https://scrimba.com/?via=howdy (save 20% on Pro) ❤️ My Patreon (support what I'm doing) -   / priler   All of my mods & open source projects are also listed there :] Like, subscribe, ring a notification bell :3 ❤️ Thanks for your support! [!] Important Note: The code analyzed in this video is not the proprietary source code written by Rockstar Games. It's a community-driven reverse-engineered C++ code based on the game's binaries. This video is intended strictly for educational and research purposes to analyze game programming methodologies and historical software logic. This video constitutes Fair Use under Section 107 of the Copyright Act, as it provides transformative commentary, criticism, and educational analysis of game logic. This video does not distribute, host, or encourage the unauthorized distribution of game assets or proprietary code. All rights to the Grand Theft Auto franchise, assets, and original logic belong exclusively to Take-Two Interactive Software, Inc. and Rockstar Games. If you enjoy the technical logic behind this game, please support the developers by picking up a copy on Steam: https://store.steampowered.com/app/12... Chapters: 0:00 Introduction 2:02 PS2 Memory & Hardware Limitations 3:31 Slicing Vice City's Source Code 5:52 Physics, Air Resistance & Gravity Hacks 7:45 Vice City Anti-Piracy Code Explained 10:08 World Grid & Collision Tricks 12:59 How Vice City Streams the Map 15:58 Pedestrian AI & Vehicle Spawn Pool Limits 17:53 Cops & The Wanted System Logic 18:38 Memory Management: Generation ID & Weak References 20:36 Game Cheats & The Simple Cipher Encryption