john-carmack-plan-archive VS aseprite

Compare john-carmack-plan-archive vs aseprite and see what are their differences.

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john-carmack-plan-archive aseprite
16 326
1,164 26,153
- 3.3%
0.0 9.7
over 3 years ago 8 days ago
C++
- -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

john-carmack-plan-archive

Posts with mentions or reviews of john-carmack-plan-archive. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-08-10.
  • Source code for Quake 2 rerelease
    10 projects | news.ycombinator.com | 10 Aug 2023
    I had to laugh at this https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...

    -----------------------------------------

    10 projects | news.ycombinator.com | 10 Aug 2023
    This is not the engine code, this is the game code that was released even prior to Quake 2 being GPLd.

    -----------------------------------------

    John Carmack's .plan for Dec 11, 1997

    -----------------------------------------

    The Quake 2 public code release is up at:

    ftp://ftp.idsoftware.com/idstuff/quake2/source/q2source_12_11.zip

    This source code distribution is only for hard-core people that are going to spend a lot of time pouring over it. This is NOT a how-to-make-levels-for-q2 type dsitribution!

    This should keep a bunch of you busy for a while. :)

    https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...

  • A Slack clone in 5 lines of bash
    5 projects | news.ycombinator.com | 4 Jul 2023
    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:

  • John Carmack on Functional Programming in C++ (2018)
    7 projects | news.ycombinator.com | 18 Feb 2023
    I was impressed by his concise daily planfiles.

    https://github.com/ESWAT/john-carmack-plan-archive/tree/mast...

  • Quake 1 ported to the Apple Watch
    5 projects | news.ycombinator.com | 6 Sep 2022
    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...

  • John Carmack interview: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
    2 projects | /r/Games | 4 Aug 2022
    Perhaps relevant to link to an archive of his .plan files hosted on github: https://github.com/ESWAT/john-carmack-plan-archive/
  • The computers used to do 3D animation for Final Fantasy VII in 1996
    2 projects | news.ycombinator.com | 7 Apr 2022
    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).

  • .plan
    11 projects | news.ycombinator.com | 16 Nov 2021
    I randomly clicked on this one: https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...

    > Anna Kang left Id a couple weeks ago to found her own company - Fountainhead Entertainment.

    > It wasn't generally discussed during her time at Id, but we had been going out when she joined the company, and we were engaged earlier this year. We are getting married next month, and honeymooning in Hawaii. At her thoughtful suggestion, we are shipping a workstation out with us, so I don't fall into some programming-deprivation state. How great is that? :)

    11 projects | news.ycombinator.com | 16 Nov 2021
  • Copilot regurgitating Quake code, including swear-y comments and license
    7 projects | /r/programming | 2 Jul 2021
    You can read some of Carmack's plan files (blogs before blog was coined) for some insight into this, but basically he does it because he learned to code by reading other people's code, and so wants to help the next generation of programmers get started too

aseprite

Posts with mentions or reviews of aseprite. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-09.

What are some alternatives?

When comparing john-carmack-plan-archive and aseprite you can also consider the following projects:

LibreSprite - Animated sprite editor & pixel art tool -- Fork of the last GPLv2 commit of Aseprite

Pixelorama - A free & open-source 2D sprite editor, made with the Godot Engine! Available on Windows, Linux, macOS and the Web!

piskel - A simple web-based tool for Spriting and Pixel art.

tiled - Flexible level editor

skia-binaries - Prebuilt binaries generated with GitHub Actions that are downloaded by skia-binding's build.rs script.

Chicago95 - A rendition of everyone's favorite 1995 Microsoft operating system for Linux.

Godot - Godot Engine – Multi-platform 2D and 3D game engine

Mindustry - The automation tower defense RTS

synergy-core - Open source core of Synergy, the cross-platform keyboard and mouse sharing tool (Windows, macOS, Linux)

kaboom.js - 💥 JavaScript game library

Visual Studio Code - Visual Studio Code

Phaser - Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering. [Moved to: https://github.com/phaserjs/phaser]