fbDOOM
john-carmack-plan-archive
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3 | 16 | |
107 | 1,164 | |
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over 1 year ago | over 3 years ago | |
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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.
fbDOOM
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Got DOOM Running on a VTech V.Reader
To actually run DOOM on the device I needed to somehow cross-compile a version compatible with the device's processor. Fortunately, Nuvoton offers open-source code on GitHub for software development on their platforms. However the resources they provide requires third party software like KEIL to compile software, so I chose not to go that route. I decided to search through GitHub instead, and was able to find a repository that included the specific Nuvoton linux toolchain I was looking for, which didn't require the use of any third party software. After setting up the toolchain, my focus shifted to compiling fbDOOM, a variant of DOOM specifically designed to run on the Linux framebuffer.
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Quake 1 ported to the Apple Watch
Well, extremely portable, I wouldn't say so.
If you look at the ancestry of SDL2-Doom, for example, there are three ancestors:
- doomgeneric, which seems to be not simple (https://github.com/maximevince/fbDOOM/compare/master...ozkl:...)
- the above is based on fbDOOM, which is quite simple (https://github.com/maximevince/fbDOOM)
- the above is based on insane-adding-machines/DOOM, which is also not simple (https://github.com/id-Software/DOOM/compare/master...insane-...)
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DOOM on a Siglent Spectrum Analyser
DOOM on a Siglent SSA 3021X Spectrum Analyser. Did this port a while back, before I knew about this sub. DOOM port used is my own "fbDOOM" (https://github.com/maximevince/fbDOOM)
john-carmack-plan-archive
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Source code for Quake 2 rerelease
I had to laugh at this https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
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Which Icon of Sin design do you like the best?
Yes! Here is the .plan file where Carmack announces its development.
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A Slack clone in 5 lines of bash
there are a bunch of features in slack beyond the core chat stuff, like:
1. being connected to multiple communities and switching between them instantly
this can be of course simply replaced by connecting to different servers in a tabbed terminal and use the terminal's built-in cmd-1/2/... shortcut, which happens to be the same as in slack.
2. meta data about others, like their timezone or how to pronounce their name is quite important for distributed team work
this can be approximated by a world readable file on the chat server in every user's home, like .plan or motd files (https://github.com/ESWAT/john-carmack-plan-archive)
3. automatic idleness detection
im actually not sure how reliable is this even in slack, but in general, it can be useful, but im not sure how to solve it elegantly, when the chat runs remotely...
maybe we should just spawn a loop at the background, which gathers idleness status from the OS and uploads it when it changes, into world readable files and the remote clients can just check those file whenever they want.
4. extra status indication with automatic expiry, eg when someone is away from the keyboard, coz they are having lunch
we do use this feature often and it's a really helpful regarding when can we expect a response from someone.
again, quite simple to model this as a plain text file and we can even use emojis, to have a very similar effect to setting " lunch" on slack. ppl would need to know what's the emoji selector shortcut though... like cmd-ctrl-space on macos.
5. text search across all channels/rooms
assuming the chat is being logged into files, then a recursive (rip)grep could work to some extent, but then from the search results one might want to get back to the context of the result too.
6. threads
this complicates implementation a lot more, but we found it an obvious improvement over the single threaded IRC model of communication
7. having threads open on the side, so ppl can track 2 streams of comms at once at least
it would require starting the chat app multiple times and do some window management to see them side-by-side
now obviously all this can be done a lot simpler, but those implementations typically always lack somehow. not sure why is that...
see https://cancel.fm/ripcord/ or http://www.altme.com/what.html
the REBOL 3 programming language even had a quite full featured, text-mode chat built in:
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John Carmack on Functional Programming in C++ (2018)
I was impressed by his concise daily planfiles.
https://github.com/ESWAT/john-carmack-plan-archive/tree/mast...
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Quake 1 ported to the Apple Watch
Quake and id Software were pioneering things we just take for granted now.
I remember playing QuakeWorld when it came out, on Linux, over a dial up modem. You had ping times of 200-300ms and it was playable. You have to remember at the time Doom and other games were LAN-only. John Carmack used to keep a .plan file with some really cool details behind Quake/QuakeWorld development. Check out Aug 02, 1996 for some detail behind the netcode[1]. You can read the future of gaming being invented right there.
[1] https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
- Collection of John Carmack’s .plan files
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John Carmack interview: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Perhaps relevant to link to an archive of his .plan files hosted on github: https://github.com/ESWAT/john-carmack-plan-archive/
- John Carmack .plan Archive
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I'm trying to understand the progression of 3D game engines, specifically Doom - Quake - GoldSrc
Instead, you might be interested in looking through John Carmack's .plan archive.
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The computers used to do 3D animation for Final Fantasy VII in 1996
https://github.com/ESWAT/john-carmack-plan-archive/blob/mast... is interesting. It transitions from todo list to a narrative format right after Quake launches :) In subsequent years you see Carmack opine on various high-perf platforms for gamers, and also for Quake level pre-processing (engine licensees had money to spend on productivity)
Chapter 64 onwards of https://www.jagregory.com/abrash-black-book/ is Mike Abrash's detailing of Quake's development.
(tl;dr - Quake was developed on NeXTSTEP + an MS-DOS port of GCC (DJGPP), Quake2 was on Visual Studio + Windows (this was the era of that Carmack giant-monitor photo), there was an in-between period of free updates to the original Quake, like WinQuake, QuakeWorld and glQuake).
What are some alternatives?
quake_watch - Quake 1 game port to Apple Watch
LibreSprite - Animated sprite editor & pixel art tool -- Fork of the last GPLv2 commit of Aseprite
WisCam - Rak5281,WisCam,WIFI video board,Open Source code, Nbto P2P cloud,MJPEG video,RTSP,APPs.
Lobsters - Computing-focused community centered around link aggregation and discussion
jmap - JSON Meta Application Protocol Specification (JMAP)
bongo.cat - Hit the bongos like Bongo Cat!
Mindustry - The automation tower defense RTS
stack-overflow-import - Import arbitrary code from Stack Overflow as Python modules.
finger.farm - Finger.Farm Modern Finger Protocol Hosting... kind of a fingerd implementation in Node
mdtimesheet - Calculates time spent on projects, based on a markdown .plan style timesheet file.
shapez.io - shapez.io is an open source base building game inspired by factorio! Available on web & desktop
ntfy - Send push notifications to your phone or desktop using PUT/POST