awesome-c
DOOM
awesome-c | DOOM | |
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19 | 91 | |
8,656 | 12,871 | |
- | 2.5% | |
5.4 | 2.2 | |
10 days ago | 9 days ago | |
C++ | ||
Creative Commons Attribution Share Alike 4.0 | GNU General Public License v3.0 only |
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awesome-c
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Learning C in 2023
https://github.com/oz123/awesome-c#learning-reference-and-tu...
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I want to be better at programming
So, let’s go through an example. Since you’re used to using C, I’d suggest looking through the awesome-C repo. From there, you might decide you’re interested in graphics, so you check out OpenGL.
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What can you actually do in C?
Awesome C - oz123
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C Documentation
You can find a lot of resources at oz123 / awesome-c and this [https://www.linuxquestions.org/questions/programming-9/c-c-tutorials-825748/](C/C++ Tutorials thread).
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Updated book to learn C
For example, you can use the C language with sds strings (see https://github.com/antirez/sds) if you want to have an easier time with string formatting and don't want to worry about using the famously unsafe string.h functions correctly. You'll still program in ISO C, but just not in the standard library. The same applies to pretty much all parts of the standard library, the only part unsurpassed is pretty much just printf and the math headers (math.h, fenv.h, tgmath.h, complex.h) imo, and the occasional call to exit. A good place to look for libraries if you want to go that route is the awesome-c collection: https://github.com/oz123/awesome-c
- Not to sound like a broken record but are there any good and interesting open source projects in C?
- Cool C projects
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Ask HN: Modern C Libraries
There's an awesome C list of libraries and frameworks [1]. Pick one that suits your needs.
Time and again folks say such and such isn't suitable tool to do something. While some of those admonitions are true, if you're doing something to learn, feel free to ignore those and enjoy your learning. There're folks who learn assembly even today and learn a great deal of other things than assembly and have fun too.
As for C, it'd recommend most folks know the basics since many "modern" languages totally don't teach you those, and in fact hide the details from you that things feel like magic to you eventually if you keep using these high-level languages. This is okay as long as you can know the basics and map them back when needed.
[1]: https://github.com/oz123/awesome-c
- Recommend some non-standard libraries for the C programming language.
- Any website that lists all the available libraries for C?
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...
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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
- What you can do with C ?
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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.
[1] https://github.com/id-Software/DOOM
- Where can I get game files to study?
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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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What is your gender?
Doom
What are some alternatives?
kcgi - minimal CGI and FastCGI library for C/C++
open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.
single_file_libs - List of single-file C/C++ libraries.
project-based-tutorials-in-c - A curated list of project-based tutorials in C
awk - One true awk
Apollo-11 - Original Apollo 11 Guidance Computer (AGC) source code for the command and lunar modules.
doomgeneric - Easily portable doom
stb - stb single-file public domain libraries for C/C++
luxtorpeda - Steam Play compatibility tool to run games using native Linux engines
2048.wasm - 2048 written in C and compiled to WebAssembly
angband - A free, single-player roguelike dungeon exploration game