* Add feasibility plan for reusing multiplayer animation system for third-person camera Evaluates reusing the multiplayer extension's RemotePlayer animation system (BuildROIMap, AssignROIIndices, ApplyAnimationTransformation) for the local player to enable a third-person camera mode. Conclusion: feasible with only 3 single-line extension hooks added to core game code. https://claude.ai/code/session_01NC3zdQZ4nqEcYjyvStqcdD * WIP: Third-person camera with animation reuse and movement fix * Fix third-person camera bugs: vehicles, remote facing, emote distortion (#2) - Fix spawn pose and building re-entry by applying idle frame 0 and reinitializing on world enable - Handle vehicle transitions: ride animations for small vehicles, first-person fallback for large vehicles and helicopter - Keep vehicle dashboards visible for exit controls - Disable third-person camera for large vehicles, fix ROI cleanup - Move HandleActorExit hook to end of Exit() for immediate reinit - Fix remote player facing 180 degrees wrong by negating direction in BroadcastLocalState when third-person camera is active - Fix Hat Tip emote distortion from compounding transform scale by saving clean parent transform at emote start and restoring after each frame's animation application * DRY cleanup for third-person camera branch - Extract shared DetectVehicleType() to protocol.h/cpp (was duplicated in ThirdPersonCamera and NetworkManager) - Remove no-op HandlePostApplyTransform hook chain (called every frame for every LegoPathActor but did nothing) - Add ThirdPersonCamera::ClearAnimCaches() helper (pattern repeated 5x) - Add AnimUtils::EnsureROIMapVisibility() inline helper (loop repeated 5x across ThirdPersonCamera and RemotePlayer) - Remove redundant static_cast in multiplayer.cpp (UserActor() already returns LegoPathActor*) - Delete THIRD_PERSON_CAMERA_ANIMATION_REUSE_PLAN.md development artifact |
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| CONFIG | ||
| docker | ||
| docs | ||
| extensions | ||
| ISLE | ||
| LEGO1 | ||
| miniwin | ||
| packaging | ||
| tools | ||
| util | ||
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| CONTRIBUTING.md | ||
| LICENSE | ||
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| README.md | ||
| settings.gradle | ||
LEGO Island, portable
Development Vlog | Contributing | Matrix | Forums | Patreon
This initiative is a portable version of LEGO Island (Version 1.1, English) based on the decompilation project. Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.
Please note: this project is primarily dedicated to achieving platform independence without altering the core gameplay or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project. isle-portable offers support for light modding using extensions.
Status
| Platform | Status |
|---|---|
| Windows | |
| Linux | |
| macOS | |
| Web | |
| Nintendo 3DS | |
| Xbox One | |
| iOS | |
| Android | |
| Playstation Vita | |
| Nintendo Switch |
We are actively working to support more platforms. If you have experience with a particular platform, we encourage you to contribute to isle-portable. You can find a list of ongoing efforts in our Wiki.
Usage
An existing copy of LEGO Island is required to use this project.
As it stands, builds provided in the Releases tab are mainly for developers; as such, they may not work properly for all end-users. Work is currently ongoing to create workable release builds ready for gameplay and general use by end-users. If you are technically inclined, you may find it easiest to compile the project yourself to get it running at this current point in time.
Installation instructions for some ports can be found in our Wiki.
Library substitutions
To achieve our goal of platform independence, we need to replace any Windows-only libraries with platform-independent alternatives. This ensures that our codebase remains versatile and compatible across various systems. The following table serves as an overview of major libraries / subsystems and their chosen replacements. For any significant changes or additions, it's recommended to discuss them with the team on the Matrix chat first to ensure consistency and alignment with our project's objectives.
| Library/subsystem | Substitution | Status | |
|---|---|---|---|
| Window, Events | SDL3 | ✅ | Remarks |
| Windows Registry (Configuration) | libiniparser | ✅ | Remarks |
| Filesystem | SDL3 | ✅ | Remarks |
| Threads, Mutexes (Synchronization) | SDL3 | ✅ | Remarks |
| Keyboard/Mouse, DirectInput (Input) | SDL3 | ✅ | Remarks |
| Joystick/Gamepad, DirectInput (Input) | SDL3 | ✅ | Remarks |
| WinMM, DirectSound (Audio) | SDL3, miniaudio | ✅ | Remarks |
| DirectDraw (2D video) | SDL3 | ✅ | Remarks |
| Smacker | libsmacker | ✅ | Remarks |
| Direct3D (3D video) | SDL3 (Vulkan, Metal, D3D12), D3D9, OpenGL 1.1, OpenGL ES 2.0, OpenGL ES 3.0, Software | ✅ | Remarks |
| Direct3D Retained Mode | Custom re-implementation | ✅ | Remarks |
| SmartHeap | Default memory allocator | - | - |
Building
This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. Please refer to the GitHub action for guidance.
Contributing
If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.