dukenukem3d
Redis
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dukenukem3d | Redis | |
---|---|---|
3 | 318 | |
151 | 64,821 | |
- | 2.1% | |
10.0 | 9.7 | |
over 10 years ago | 4 days ago | |
C++ | C | |
- | GNU General Public License v3.0 or later |
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.
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.
Redis
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Valkey Is Rapidly Overtaking Redis
One of the challenges Redis labs here have is that there's very little reason for their userbase to stay loyal to them.
antirez retired from Redis development a few years ago.
From https://github.com/redis/redis/graphs/contributors it looks like activity since he left has been mostly from people who didn't overlap with him much.
Redis Labs have not shown themselves to be outstanding stewards of the project as far as I can tell. Why shouldn't people support the fork?
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Handling Multiple requests with Redis and Bullmq
Redis
- Redis is not "open core" (2021)
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Software Engineering Workflow
Redis - real time data storage with different data structures in a cache
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Redict 7.3.0, a copyleft fork of Redis, is now available
[0] https://github.com/redis/redis/blob/unstable/CONTRIBUTING.md
- It has been ten days since the last commit was pushed to Redis
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Containerize your multi-services app with docker compose
Cache: a Redis cache
- Fix Redis Drama
- Redis changes license from BSD-3 to dual RSALv2+SSPLv1
- Change license from BSD-3 to dual RSALv2+SSPLv1
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