DIYDoom
john-carmack-plan
DIYDoom | john-carmack-plan | |
---|---|---|
5 | 4 | |
530 | 152 | |
- | - | |
0.0 | 10.0 | |
over 1 year ago | about 7 years ago | |
C++ | ||
MIT License | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
DIYDoom
-
QCVM: Bite-sized QuakeC VM written in C
Don't sell yourself short, I imagine you could achieve a lot more than you think! It's just a case of breaking the problem down, simplifying accordingly and (probably the most difficult bit) finding the time to sit down and work on it. There are some DIY courses that could even be followed and mashed up to approximate a scriptable "3D" engine with a bit of creativity. You could familiarise yourself with building a simple compiler + VM for a little language by following "Crafting Interpreters" (https://craftinginterpreters.com). For the engine side of things someone recently posted this "DIY Doom" over @ https://github.com/amroibrahim/DIYDoom which looks like a bit of fun.
I mean it's a bit tougher to do it all completely from scratch, but I reckon most HNers could get quite a lot of the way there :)
-
Game Engine Black Book: Doom [pdf]
see also a tutorial on writing a doom-compatible engine from scratch:
https://github.com/amroibrahim/DIYDoom
they also have a community forum, diyidtech, at https://discord.gg/a8n4Y2z
-
How hard is to convert C++ code to C?
For reference, I want to convert this C++ code (https://github.com/amroibrahim/DIYDoom/tree/master/DIYDOOM/Notes001/notes)
-
Rustenstein 3D: Game programming like it's 1992
see also: a series of posts (with accompanying code) on rewriting the doom engine from scratch:
https://github.com/amroibrahim/DIYDoom
- Can you share some resources that show how to make a rudimentary DOOM game and how stuff works?
john-carmack-plan
-
QCVM: Bite-sized QuakeC VM written in C
You can read his reasoning here: https://github.com/oliverbenns/john-carmack-plan/blob/53c00a...
- The computers used to do 3D animation for Final Fantasy VII in 1996
-
To the older gamers on reddit: How did games take community feedback back then?
John Carmack had what was called a .plan file where he documented his work, starting in 1996, initially mostly for himself but later started acting more like a blog where he would reply to people and write his thoughts. https://github.com/oliverbenns/john-carmack-plan
What are some alternatives?
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code
john-carmack-plan-archive - Collection of John Carmack’s .plan files
Portal-Raycaster - A software portal rendering game engine
qwpython - QuakeWorld dedicated server wrapped up as a Python module, QuakeC -> Python game translator
dhewm3 - dhewm 3 main repository
q3vm - Q3VM - Single file (vm.c) bytecode virtual machine/interpreter for C-language input
rustenstein - Wolfenstein 3D port written in Rust
QCVM - Bite-sized QuakeC VM written in C
REminiCRT - Flashback with CRT emulation shader
q2java - Embedding of a Java VM in Quake2 to run games written in Java
qzdl - Qt version of BioHazard's ZDL