Descent-2
abrash-black-book
Descent-2 | abrash-black-book | |
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3 | 23 | |
21 | 4,403 | |
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10.0 | 0.0 | |
over 11 years ago | 11 months ago | |
CSS | ||
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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.
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Descent-2
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Descent 3 Source Code
Try not to read too much into that, the MIT license was in the original blank repo I started with. There are a few questions I need to get answered, so the lack of that file doesn't necessarily mean anything about the license. The previous Descent 1&2 releases were under the license seen here, I would expect that at minimum (minimum permissibility-wise):
https://github.com/OpenSourcedGames/Descent-2
I'm hoping the owners will be able to agree to MIT, but we're doing due diligence right now.
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D2 is now open source – a new, modern language that turns text to diagrams
Yeah, D2's source code was released way back in 1999!
- Ask HN: How were video games from the 90s so efficient?
abrash-black-book
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What is the lowest level of graphics access?
Michael Abrash's Graphic Programming Black Book
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Resources for programs they used back in the 90s/early 00s?
[Michael Abrash's Black Graphics Programming Black Book from 1997 is a fantastic book I wish I had back then. It is available for free on GitHub. I read it maybe in 2015 and I thought it was fantastic even if it is dated now. It goes through the evolution of PC hardware (CPU and graphics cards in particular) from the very first IBM PC to the mid-90's pentiums, and the last chapter or two are about the author's work on Quake.
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Where can I get behind the scenes of development of old games
Also available in eReader formats: https://github.com/jagregory/abrash-black-book/releases
- Black Book
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Olive.c: a simple graphics library that does not have any dependencies
Also look at the source for original Quake (https://github.com/id-Software/Quake), one of the last pure software-rasterizing AAA 3D PC games. Michael Abrash's Graphics Programming Black Book (https://github.com/jagregory/abrash-black-book) explains many of the critical parts of the rendering pipeline.
By the way, quake.exe for DOS was 404,480 bytes.
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The 2nd edition of Petzold's book CODE is now available!
It's also THICK. I have my copy of the 5th edition right here, and it's about 3 inches from cover to cover. Thicker than Introduction to Algorithms and thicker than the Graphics Programming Black Book.
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John Carmack's new AGI company, Keen Technologies, has raised a $20M round
Read Michael Abrash's Graphics Programming Black Book for the story of how the original Quake came to life. You'll get an appreciation for John Carmack's ability to thoroughly research widely varying solutions to a problem, quickly create production-quality implementations of the promising ones, and even more quickly abandon the dead ends. The result is this almost boring, seemingly linear progression toward a final product that seems obvious in hindsight, yet it represents a leap forward the way Quake did in the mid-1990s compared to other FPSes at the time. I don't know many other public stories of individual engineers who can span both the very cutting edge of research and the practicalities of shipping real commercial software.
https://github.com/jagregory/abrash-black-book
- I want to start learning how to program DOS games
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Older and experienced game devs that programmed games from scratch, which books and resources did you use to make stuff from scratch?
The Abrash black book is on github!
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What was the "old," way of doing 3D graphics before shaders? (fixed function pipelines and such)
Go through Michael Abrash's Graphics Programming Black Book to see how it used to be on PC world.
What are some alternatives?
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code
vex - A modern dialog library which is highly configurable and easy to style. #hubspot-open-source
mermaid-cli - Command line tool for the Mermaid library
Celeste - Celeste Bugs & Issue Tracker + some Source Code
OpenDiablo2 - An open source re-implementation of Diablo 2
open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.
text-to-diagram-site - Compare syntax, layouts, outputs between languages for generating diagrams with text.
OpenDiablo2 - An implementation of Diablo 2 in AbyssEngine.
binaryen - Optimizer and compiler/toolchain library for WebAssembly
d2src - Reverse engineered Diablo II launcher and source code precursor
awesome-dos - Curated list of references for development of DOS applications.