K-BOOM
ancient-3d-for-turboc | K-BOOM | |
---|---|---|
4 | 1 | |
11 | 0 | |
- | - | |
0.0 | 10.0 | |
over 7 years ago | over 1 year ago | |
C | Pascal | |
- | - |
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.
ancient-3d-for-turboc
-
Ask HN: Publish old projects even though the source code embarrasses you by now?
Nice! This prompted me to post my own code from the same era: https://github.com/pjc50/ancient-3d-for-turboc
I guess I should add screenshots.
-
Step Away from Stack Overflow
Twenty-five years ago, slightly before I was an undergraduate, I got hold of the PC Games Programmers Encyclopedia http://bespin.org/~qz/pc-gpe/ and built myself a software renderer. You can see it on github: https://github.com/pjc50/ancient-3d-for-turboc
Software matrix multiplication is a perfectly reasonable way of doing 3D graphics, when you don't have a GPU. They were just starting to become a consumer product at that time: https://fabiensanglard.net/3dfx_sst1/
-
Found a program I wrote in 1981 and decided to bring it back to life
The set of things you had to worry about is just .. different. My ancient programmer credentials from 1996: https://github.com/pjc50/ancient-3d-for-turboc
Back in the day, you had:
- single processor
-
Dissecting the Apple M1 GPU, part I
Is this where I post the code I wrote twenty-five years ago to do 16-bit fixed-point 3D rendering? https://github.com/pjc50/ancient-3d-for-turboc
The target architecture was a 33MHz 486 PC running in "real" (ie sixteen-bit) mode. While hardware floating point was sometimes available (DX systems) it was quite slow.
K-BOOM
-
Ask HN: Publish old projects even though the source code embarrasses you by now?
Recently I dug out the source code for a game a friend and myself made in school in 1997. It was amazing to compile it, which it did flawlessly in a DOS/Turbo Pascal emulation. Playing it with my kids was an amazing experience. The code is definitely something I would be embarassed about from a readability/maintenance standpoint today. But on the other hand it can play back video on a 80286 processor :) And I believe everyone understands that you make progress over the years. So I can recommend it, go for it!
My game is available at Github here:
https://github.com/mrichtarsky/K-BOOM
What are some alternatives?
mesa - Mesa 3D graphics library (read-only mirror of https://gitlab.freedesktop.org/mesa/mesa/)
trualias - Mentally computable verification codes for email aliases implemented as a postfix tcp table or milter; uses asyncio.
transmit - Final Project for Distributed Web Systems (Fall 2016)
ghostedit - Usability focused WYSIWYG editor
z80porter - Port writer/tester for Z80-based systems running CP/M
lunchplanner - (VERY old code I keep for self reference, this is supposed to be a joke anyway)
irooster - Turn your Mac into a $2,000 alarm clock
depoverflow - Watches StackOverflow answers and GitHub issues referenced in code for changes