dukenukem3d
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dukenukem3d | ReactSelfbot | |
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3 | 1 | |
151 | 31 | |
- | - | |
10.0 | 0.0 | |
over 10 years ago | over 2 years ago | |
C++ | Python | |
- | GNU General Public License v3.0 only |
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dukenukem3d
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Alan MacMasters: How the great toaster hoax was exposed
A while ago most people thought QuakeWorld was the first game to do client-side prediction. Carmack has a .plan from 1996 talking about it so there's a clear reference.
But one day I went to the wiki page for client-side prediction and it said Duke Nukem 3D was first which I thought was curious, so I checked the reference on it and it was a recent interview with Ken Silverman - creator of the Build engine that DN3D ran on - which clearly stated DN3D was first:
> "People may point out that Quake’s networking code was better due to its drop-in networking support, [but] it did not support client side prediction in the beginning,” he explains. “That’s something I had come up with first and implemented in the January 1996 release of Duke 3D shareware."
Pretty unfair for Ken, I thought, that everyone’s got the wrong idea that it’s QuakeWorld. Since the source is available, with the help of Hacker News we even found the code for it in game.c[0].
To be a good citizen I went back over to the Wikipedia page and added a link to the source code to help solidify the claim. But while I was there I went back and read the interview again, and noticed a part I’d skimmed the first time:
> "It kind of pisses me off that the Wikipedia page article on ‘client side prediction’ gives credit to Quakeworld due to a lack of credible citations about Duke 3D."
I wondered if and when it had been changed from saying Duke 3D to QuakeWorld in the past (before eventually being changed back again sometime after the interview), so I went and had a look through the page history. It had been changed a few years ago. And the person who had removed it due to lack of any citations... was me.
[0] https://github.com/videogamepreservation/dukenukem3d/blob/ef...
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The project with a single 11,000-line code file
Duke Nukem 3D had BUILD.C (6500 lines), ENGINE.C (8800 lines), and GAME.C (6000 lines).
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What is the cleanest, most well written, best structured, open source C project you've seen?
I second the Quake games as well. Despite their age, the OG releases are still pretty timeless (especially compared to some of their contemporaries). You can read more about them on Fabien Sanglard's blog. He's done code reviews of Quake 1-3, Doom 1-3, Duke3D, and more.
ReactSelfbot
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The project with a single 11,000-line code file
I know a project which have like 123k+ lines in a single file 🗿 (https://github.com/ReactDev1337/ReactSelfbot)
What are some alternatives?
EVE-IPH - Code for the EVE Isk per Hour program
xbps - The X Binary Package System (XBPS)
CHAOS - Hackable discord selfbot written in kotlin!
oletools - oletools - python tools to analyze MS OLE2 files (Structured Storage, Compound File Binary Format) and MS Office documents, for malware analysis, forensics and debugging.
Asterisk - The official Asterisk Project repository.
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
mass-dm-discord - A MassDM selfbot which is working in 2021. Only for educational purposes 🥱🚀