Q-Zandronum
A Zandronum 3.0 fork with improved netcode, configurable movement and many small tweaks (by IgeNiaI)
DIYDoom
An attempt to understand how DOOM engine works (by amroibrahim)
Q-Zandronum | DIYDoom | |
---|---|---|
2 | 5 | |
65 | 530 | |
- | - | |
7.8 | 0.0 | |
8 days ago | over 1 year ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
Q-Zandronum
Posts with mentions or reviews of Q-Zandronum.
We have used some of these posts to build our list of alternatives
and similar projects.
- Q-Zandronum: A modern netcode implementation for Doom Multiplayer
-
What if Doom's ability was replaced with the BFG9000?
It even has it's own fork of zandronum to support proper quake movement: https://github.com/IgeNiaI/Q-Zandronum
DIYDoom
Posts with mentions or reviews of DIYDoom.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-05.
-
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 :)
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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
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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?
What are some alternatives?
When comparing Q-Zandronum and DIYDoom you can also consider the following projects:
dhewm3 - dhewm 3 main repository
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code