Quake-2
abrash-black-book
Quake-2 | abrash-black-book | |
---|---|---|
12 | 23 | |
2,673 | 4,389 | |
0.9% | - | |
0.0 | 0.0 | |
5 months ago | 11 months ago | |
C | CSS | |
- | - |
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.
Quake-2
-
Source code for Quake 2 rerelease
> Glad to see the source code released!
In case you were unaware, this is actually the source code of the rerelease of Quake II. The source code for the original Quake II has been released for many years[0], along with many of the id Software classics[1].
[0]: https://github.com/id-Software/Quake-2
[1]: https://github.com/id-Software
- Someone dropped the source code for Far Cry 1 on archive.org
- I fully support this.
-
What are some source codes to have read, and why?
I really enjoyed reading the Quake and Quake 2 source code, personally https://github.com/id-Software/Quake-2
- Ask HN: What piece of code/codebase blew your mind when you saw it?
-
What would you have gotten once you licensed the Quake engine in the late 90s?
Does ID provide you the full source code (as it is now on Github)?
- What was the "old," way of doing 3D graphics before shaders? (fixed function pipelines and such)
- are there tutorials for code organization for games in C?
- Interesting Halo 3 script comments.
-
If you license your code as GPL, and Assets as CC-BY-NC-SA, what license do you then use for the compiled binary?
There's nothing stopping your from putting your code under GPL and your assets under copyright (no permissive license) or public domain. Code and assets don't need to be under the same license. See how id did it:
abrash-black-book
-
What is the lowest level of graphics access?
Michael Abrash's Graphic Programming Black Book
-
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.
-
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
-
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.
-
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.
-
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
-
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!
-
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?
Quake-III-Arena - Quake III Arena GPL Source Release
vex - A modern dialog library which is highly configurable and easy to style. #hubspot-open-source
DOOM-3-BFG - Doom 3 BFG Edition
Celeste - Celeste Bugs & Issue Tracker + some Source Code
AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files
open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.
DOOM - DOOM Open Source Release
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code
permafrost-engine - An OpenGL RTS game engine written in C
binaryen - Optimizer and compiler/toolchain library for WebAssembly
Quake - Quake GPL Source Release
awesome-dos - Curated list of references for development of DOS applications.