dukenukem3d
xbps
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dukenukem3d | xbps | |
---|---|---|
3 | 19 | |
151 | 749 | |
- | 3.5% | |
10.0 | 6.5 | |
over 10 years ago | 14 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.
xbps
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What would i miss out on if i used base-minimal.
I wrote the ignorepkg feature for xbps, specifically for cases like this. https://github.com/void-linux/xbps/pull/62
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xbps-remove cache removing problem
xbps-remove -O: this deletes outdated packages from the cache, the confusion probably comes from that it does not remove packages that are not installed anymore. I have an open PR for xbps to implement cleaning packages that are not installed anymore uptodate. https://github.com/void-linux/xbps/pull/530
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No automatic discovery of new package versions?
More info about xbps flags can be found on the respective man pages and on the xbps github
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xbps-alternatives error (is this just me?)
This is knowwn bug of xbps without released fix as for now https://github.com/void-linux/xbps/issues/312.
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Is parallel downloading planned for xbps-install
void-linux/xbps/issues/57 is the issue to follow, but i doubt it will happen soon...
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Who would like something like endeavor os but based off of void
BUGS Probably, but I try to make this not happen. Use it under your own responsibility and enjoy your life. Report bugs at https://github.com/void-linux/xbps/issues
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What is the cleanest, most well written, best structured, open source C project you've seen?
mpv and the xbps package manager both come to mind. I read them casually and found them very easy to grasp.
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Linux Package Managers
It’s the default package manager used by Void Linux. It’s praised for being fast and reliable. more info
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Void History and Some Thoughts - Some Assembly Required
And here is the commit removing all references to the old name in xbps https://github.com/void-linux/xbps/commit/ba296b8e2c30f151417f0f0daa935653aacd3238
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Doing stupid stuff with xbps
So for context, I'm attempting to port the xbps to another distro that isn't Void Linux using the instructions over at https://github.com/void-linux/xbps.
What are some alternatives?
EVE-IPH - Code for the EVE Isk per Hour program
yay - Yet another Yogurt - An AUR Helper written in Go
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.
pacman - pacman with Quil
Asterisk - The official Asterisk Project repository.
pkgsrc - Automatic conversion of the NetBSD pkgsrc CVS module, use with care
libxft-bgra - A patched version of libxft that allows for colored emojis to be rendered in Suckless software (dmenu/st/whatever).
pacman - A proof that Idris is pacman complete
void-runit - runit init scripts for Void
avoidance - A void dance.
xbps
octoxbps - A Qt-based XBPS front end