DIYDoom
qwpython
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?
qwpython
- QWPython: QuakeWorld dedicated server with game logic translated to Python
-
QCVM: Bite-sized QuakeC VM written in C
I had a huge amount of fun back in those days messing with QuakeWorld and Quake2, learned a ton of stuff.
One project was embedding a Python2 interpeter in QuakeWorld, along with a QuakeC->Python translator. The translator and the resulting Deathmatch and CTF games are here: https://github.com/barryp/qwpython
The other was embedding a JavaVM in Quake2, and instead of trying to translate the C game logic, we recreated the whole thing from scratch in an object-oriented Java fashion: https://github.com/barryp/q2java
Thanks to Carmack for opening up those old engines, that was a real education.
What are some alternatives?
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code
q3vm - Q3VM - Single file (vm.c) bytecode virtual machine/interpreter for C-language input
Portal-Raycaster - A software portal rendering game engine
john-carmack-plan - An archive of John Carmack’s .plan files in readable markdown format
dhewm3 - dhewm 3 main repository
QCVM - Bite-sized QuakeC VM written in C
rustenstein - Wolfenstein 3D port written in Rust
q2java - Embedding of a Java VM in Quake2 to run games written in Java
REminiCRT - Flashback with CRT emulation shader
qzdl - Qt version of BioHazard's ZDL
rust-doom - A Doom Renderer written in Rust.
bsc.wad - 3 new episodes for Doom 2. For GZDoom & ZDoom