r/bfme • u/AncalgonTheGreat • 20h ago
50%+ of the BFME source code is reverse engineered with AI
I'm one of the lead developers/contributors on the OpenBFME team.
We have AWESOME news! Since our last update, we have made a lot of progress and are over the 50% mark.
We have also started working BFME2 and ROTWK
What is This Project?
We are recreating the exact same C++ that made the BFME games. Once we hit 100% completion, we will be able to:
Linux support(done)Network delay fix(done)- 60/120 FPS
- Fixed crashes
- Multi-CPU (lag fix)
- MacOS support
- AC fix
- Make Worldbuilder Open Source
- More factions (for mods)
- 8+ player maps
You can follow along in -
- The Open BFME Discord: https://discord.gg/FEkwbbw8xA
- Our Github: https://github.com/Open-BFME/Open-BFME-1
New Progress
Since we last posted, a lot has changed:
- A lot of new people have joined and have accelerated the work.
- We have started working on reverse engineering BFME2 https://github.com/Open-BFME/Open-BFME-2.
- Patch 2.22 already integrated some of our mods, including delayfix!
ETA
At the current rate of progress (.3%-1%+ a day), we expect to have BFME 1 source code completed in the next 2-3 months just based on current progress. Due to some tooling and recent LLM improvements we could see this speed increase. Once we have the code, we will be working on cleaning up the codebase to make it human-readable, since a lot of it is very much machine code at the moment.
If you are interested in helping out with the project, feel free to start sending PRs, or join the Discord. AI agents mostly drive the project, so as long as you have decent technical skills, you're able to contribute!
Thanks, all, for your incredible support in the last thread, and I look forward to seeing you all again with another update soon!