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I earn nothing just to keep this to myself. Maybe some of you have it, most of you dont. 

In the last 15 hours I was obsessed to find the source of the granny libs. Why? Currently I'm working on a project that aims to have a cross platform client that will work (at least) on Windows and Android. My main blocker were the Speedtree and Granny cause I dont trully want to use another format such as Ozz-animations or GLTF/GLB stuff. For granny we only have the static libs compiled x32 / x64 windows only. For Speedtree, for the moment I haven't did any research and I think I'll end up making static meshes / gr2 models out of them and maybe rewriting the alpha logic from the client to support transparency alpha textures. Ideally, I was looking for the source for 2.11 but this is better than nothing. 

Why I'm releasing it? At some point this for sure will no longer be public. my PC / SSD can die anytime so I believe releasing it would be the best approach. 

I know maybe this release will bring me some hate due to the nature of how things works in this community but for sure I believe we can develop further this game (outside official stuff) to make great things. 

Download:

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Alternative download links →

This is the hidden content, please


The content of the archive: 
Most of the content of the archive is similar / or the same with this release (below): 

  • However, the difference are in the version of anim_studio.exe, in my archive having a newer version of it. 
  • Also we have the source code of the granny
  • We have the already compiled libs for ps3, wii, x32,x64, so on (no Android tho) 
  • A lot of other resources that needs to be explored. 
  • Blend editor, preprocessor, gstate, etc.. 


    Enjoy the release! 

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https://metin2.dev/topic/34464-granny-3d-sdk-the-source-code-v2912/
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Posted (edited)

“x32, x64” - we arrived at the era of vibe coders

Edited by Distraught
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On 4/21/2026 at 1:00 PM, Distraught said:

“x32, x64” - we arrived at the era of vibe coders

Can you please tell me what did I mention wrong or what did I do wrong? For the next time, to use the correct terms and correct myself 🙂 

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27 minutes ago, KolenMG said:

Can you please tell me what did I mention wrong or what did I do wrong? For the next time, to use the correct terms and correct myself 🙂 

There is no x32 or x64. There is x86, which is an instruction set, but it has nothing to do with being 32 or 64 bit. There are x86 and x86-64 too, but they are the same, with an extension over the other.

That is how even registers got named. In the 8-bit era, registers were named like AL and AH (BL, BH, CL, CH, etc) (meaning A low and A high). Then later, when we ascended to the 16-bit era, they became one and named to AX, BX, CX, etc. After we reached the 32-bit era, they got 32-bit wide and had to find new names to be able to address its native 32-bit view, so they became EAX, EBX, ECX and so on (E meaning extended AX, etc). In the 64-bit era, they got wider again and got the name of RAX, RBX, RCX (R just means register, cause they already used E as extended, so they needed to find something else not to be ambigious).

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1 hour ago, Trial said:

he's referring to "x32" which is actually x86 architecture


thx for sharing, btw speedtree lib already shared here: 

 

And that's what is incorrect.

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Former C++ Developer at Gameloft on DML
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30 minutes ago, Distraught said:

And that's what is incorrect.

Thank you for sharing! I'll keep in mind that when referring to architectures.  I was aware of x86. Back in the days, at some point, most of the people started a name trend referring to x86 as "the new 32" ans so on. 
My references in the main post about naming, were based on the existent compiled files (for different architectures) in the archive. 

Thank you again! 🙂  

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Posted (edited)
On 4/21/2026 at 12:00 PM, Distraught said:

“x32, x64” - we arrived at the era of vibe coders

There was absolutely 0 reason to downplay him like that 💀

Thanks for sharing Kolen, next step is sharing the base hand share GIF

Edited by Metin2 Dev International
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4 hours ago, Froslass said:

There was absolutely 0 reason to downplay him like that 💀

Thanks for sharing Kolen, next step is sharing the base 

This is the hidden content, please

The base is this. After Distraught started his free source, all Romanian people started chasing BGFX and DX11 and started killing Claude with it and vibe coding it. Tim2 was one of them, and probably what Kolen achieved is just a wrapper or translation layer nothing more.

 w

Edited by HAMLET
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On 4/23/2026 at 8:33 PM, HAMLET said:

The base is this. After Distraught started his free source, all Romanian people started chasing BGFX and DX11 and started killing Claude with it and vibe coding it. Tim2 was one of them, and probably what Kolen achieved is just a wrapper or translation layer nothing more.

 w

Thats not a base. Those are shaders. and with those, you can save just a lot of time. Without them will require much more time. Even with that release, you need to figure it out how to use them. Personally was a start for me to see where to start overall, but I've re-written all of the shaders required by the game to work properly also creating new ones based on need. The shaders release is not just a drag and drop then compile behavior. Its a start to see where or how to do it mostly, or how it should look like. 
I think a lot of people are using / chasing distraught files for the rewritten packets, dx9, the audio lib changes and font type, offering larger flexibility than the old posted files, being a stable overall project with pluses and minuses.
also I dont understand the point of what I achieved. I achieved what BGFX is supposed to help to achieve. If you are referring about what I've shared above, then for sure the granny source is a must, without it, you need to transpose the entire source to other animations translators even if you somehow achieve how to process the gr2 meshes. 
 

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