DOOM
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DOOM | Redis | |
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91 | 311 | |
12,516 | 64,235 | |
2.8% | 1.0% | |
3.6 | 9.7 | |
2 months ago | 1 day ago | |
C++ | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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.
DOOM
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Doom Released Under GPLv2
commercially exploit or use for any commercial purpose."
[1] https://github.com/id-Software/DOOM/commit/4eb368a960647c8cc...
This Github repo was previously released with this license:
https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c...
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GTA 5 source code leaks online
The original Doom had third-party audio playback routines, so the source came with a rewritten sound server: https://github.com/id-Software/DOOM/tree/master/sndserv
The bad news: this code only compiles and runs on linux. We couldn't
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Software Disenchantment
Here's a repo for you with no test coverage and no auto-generated DI. They using unsafe pointers all over the place, too!
https://github.com/id-Software/DOOM
Shall I prepare the postage for the letter in which you'll call John Carmack an MBA? Should we send another to Chris Sawyer? I heard he didn't even write a formal design doc for Roller Coaster Tycoon!
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Ask HN: Good practices for my first C project
cURL is one of the most used C libs and is an example of good quality C code. If you follow the style used there, see e.g. https://github.com/curl/curl/blob/master/lib/dynhds.h (and associated dynhds.c) you will be good.
Looking at the source of some of the old game-engines from the era that have since been released as open-source can also be helpful, like https://github.com/id-Software/DOOM.
In both cases notice how simple and elegant a lot of the code is. There is already enough complexity inherent in the problem they are solving, and that is where the focus should be.
Any IDE with a working language server to make it easy to jump around and refactor should work fine. Limitations might be due to the C language itself?
Error handling on such a fixed platform does not need to be super-advanced. You should always be within the confines of the system so there shouldn't be much that can go wrong. If stuff goes wrong anyway just being able call a function Fatal("FooBar failed with code 34") when unexpected stuff happens and have it log somewhere to be able to dig around should be enough. You never need to be able to recover and retry.
Make sure to use https://clang.llvm.org/docs/AddressSanitizer.html or a similar tool when developing outside of the PSOne.
That said, consider statically allocating global buffers for most stuff and avoid using the heap for most stuff.
Good luck working within the confines of the PSOne! Many hackers have pulled the hair from their head on that platform ;)
- Ask HN: Where do I find good code to read?
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Running Stable Diffusion in 260MB of RAM
Probably more easily than you'd think. DOOM is open source[1], and as GP alludes, is probably the most frequently ported game in existence, so its source code almost certainly appears multiple times in GPT-4's training set, likely alongside multiple annotated explanations.
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Some were meant for C [pdf]
I'd define an arena as the pattern where the arena itself owns N objects. So you free the arena to free all objects.
My first job was at EA working on console games (PS2, GameCube, XBox, no OS or virtual memory on any of them), and while at the time I was too junior to touch the memory allocators themselves, we were definitely not malloc-ing and freeing all the time.
It was more like you load data for the level in one stage, which creates a ton of data structures, and then you enter a loop to draw every frame quickly. There were many global variables.
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Wikipedia calls it a region, zone, arena, area, or memory context, and that seems about right:
https://en.wikipedia.org/wiki/Region-based_memory_management
It describes history from 1967 (before C was invented!) and has some good examples from Apache ("pools") and Postgres ("memory contexts").
I also just looked at these codebases:
https://github.com/mit-pdos/xv6-public (based on code from the 70's)
https://github.com/id-Software/DOOM (1997)
I looked at allocproc() in xv6, and gives you an object from a fixed global array. A lot of C code in the 80's and 90's was essentially "kernel code" in that it didn't have an OS underneath it. Embedded systems didn't run on full-fledges OSes.
DOOM tends to use a lot of what I would call "pools" -- arrays of objects of a fixed size, and that's basically what I remember from EA.
Though in g_game.c, there is definitely an arena of size 0x20000 called "demobuffer". It's used with a bump allocator.
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So I'd say
- malloc / free of individual objects was NEVER what C code looked like (aside from toy code in college)
- arena allocators were used, but global vars and pools are also very common.
- arenas are more or less wash for memory safety. they help you in some ways, but hurt you in others.
The reason C programmers don't malloc/free all the time is for speed, not memory safety. Arenas are still unsafe.
When you free an arena, you have no guarantee there's nothing that points to it anymore.
Also, something that shouldn't be underestimated is that arena allocators break tools like ASAN, which use the malloc() free() interface. This was underscored to me by writing a garbage collector -- the custom allocator "broke" ASAN, and that was actually a problem:
https://www.oilshell.org/blog/2023/01/garbage-collector.html
If you want memory safety in your C code, you should be using ASAN (dynamically instrumented allocators) and good test coverage. Arenas don't help -- they can actually hurt. An arena is a trivial idea -- the problem is more if that usage pattern actually matches your application, and apps evolve over time.
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Is it possible to see the code of 90s computer games?
Doom might be the best one, they released their code i don't remember when. It's in github if you want to check it out: link
Redis
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Containerize your multi-services app with docker compose
Cache: a Redis cache
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Redis License Changed
I'm curious about something: I suppose Salvatore still owns the copyright for most of the code? The old license does include his copyright, up to 2020: https://github.com/redis/redis/blob/7.2/COPYING So I think this change couldn't have been done without his explicit consent? Or did he transferred his rights to RedisLabs or a foundation?
Redis.io no longer mentions open source.
They have still not changed meta description on their page. It still says it is open source ^^
view-source:https://redis.io/
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Redis Adopts Dual Source-Available Licensing
First they break lolwut (https://github.com/redis/redis/issues/12074) and now this.
Redis Inc. is moving the https://github.com/redis/redis/ project away from the three part BSD license to a dual license using two non-OSI approved license. This comes after previous comment from them saying that "... the Redis core license, which is and will always be licensed under the 3-Clause- BSD".
> They get paid for it. Don't try to spin this as if it's someone people working on it in their spare time out of the goodness of their heart. It's just their job.
No, you can't have this both ways. I'm the main contributor from AWS, and I've worked many times on weekends because I care about open source. I like helping people, I don't need to be paid to do it. Many of the AWS folks that made changes were normal engineers that were excited to be part of Redis. https://github.com/redis/redis/pull/10419 and https://github.com/redis/redis/pull/8621 are both examples of features someone from AWS built in their free time. We're all upset about this. Not because Redis deserves to get paid, it's that they acted like they were being good stewards of the open-source community and then they changed their mind.
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How to choose the right type of database
Redis: An open-source, in-memory data structure store supporting various data types. It offers persistence, replication, and clustering, making it ideal for more complex caching requirements and session storage.
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Delving Deeper: Enriching Microservices with Golang with CloudWeGo
In the bustling e-commerce landscape, Book Shop stands as a testament to CloudWeGo's capacity for seamless integration. Integrating middleware like Elasticsearch and Redis into a Kitex project to build a solid e-commerce system that rivals more complex platforms.
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Cryptoflow: Building a secure and scalable system with Axum and SvelteKit - Part 0
Redis - A storage to store tokens, and sessions etc.
What are some alternatives?
Redis - 🚀 A robust, performance-focused, and full-featured Redis client for Node.js.
LevelDB - LevelDB is a fast key-value storage library written at Google that provides an ordered mapping from string keys to string values.
RabbitMQ - Open source RabbitMQ: core server and tier 1 (built-in) plugins
Polly - Polly is a .NET resilience and transient-fault-handling library that allows developers to express policies such as Retry, Circuit Breaker, Timeout, Bulkhead Isolation, and Fallback in a fluent and thread-safe manner. From version 6.0.1, Polly targets .NET Standard 1.1 and 2.0+.
celery - Distributed Task Queue (development branch)
Riak - Riak is a decentralized datastore from Basho Technologies.
cockroach - CockroachDB - the open source, cloud-native distributed SQL database.
Apache HBase - Apache HBase
RedisJSON - RedisJSON - a JSON data type for Redis
ArangoDB - 🥑 ArangoDB is a native multi-model database with flexible data models for documents, graphs, and key-values. Build high performance applications using a convenient SQL-like query language or JavaScript extensions.
CouchDB - Seamless multi-master syncing database with an intuitive HTTP/JSON API, designed for reliability
Apache Arrow - Apache Arrow is a multi-language toolbox for accelerated data interchange and in-memory processing