lisp-in-life
Quake-2
lisp-in-life | Quake-2 | |
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6 | 12 | |
444 | 2,673 | |
- | 0.9% | |
1.8 | 0.0 | |
over 2 years ago | 5 months ago | |
C | C | |
GNU General Public License v3.0 or later | - |
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lisp-in-life
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Discussion Thread
Still, my favorite has to be the LISP interpreter written in Conway's Game of Life written in LISP.
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Ask HN: What piece of code/codebase blew your mind when you saw it?
Almost forgot - Lisp In Life. Pretty sure I first saw that on HN. IMO the more amazing thing is the Life-based processor, once you have that, the rest is a matter of adding layers. But it's one thing to know someone could do it, quite another to see it in action.
https://github.com/woodrush/lisp-in-life
Run it in your browser here. Definitely worth zooming all the way in to get a sense of scale.
https://woodrush.github.io/lisp-in-life/
- A Lisp interpreter implemented in Conway's Game of Life
- A Lisp Interpreter Implemented in Conway's Game of Life
Quake-2
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Source code for Quake 2 rerelease
> Glad to see the source code released!
In case you were unaware, this is actually the source code of the rerelease of Quake II. The source code for the original Quake II has been released for many years[0], along with many of the id Software classics[1].
[0]: https://github.com/id-Software/Quake-2
[1]: https://github.com/id-Software
- Someone dropped the source code for Far Cry 1 on archive.org
- I fully support this.
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What are some source codes to have read, and why?
I really enjoyed reading the Quake and Quake 2 source code, personally https://github.com/id-Software/Quake-2
- Ask HN: What piece of code/codebase blew your mind when you saw it?
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What would you have gotten once you licensed the Quake engine in the late 90s?
Does ID provide you the full source code (as it is now on Github)?
- What was the "old," way of doing 3D graphics before shaders? (fixed function pipelines and such)
- are there tutorials for code organization for games in C?
- Interesting Halo 3 script comments.
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If you license your code as GPL, and Assets as CC-BY-NC-SA, what license do you then use for the compiled binary?
There's nothing stopping your from putting your code under GPL and your assets under copyright (no permissive license) or public domain. Code and assets don't need to be under the same license. See how id did it:
What are some alternatives?
ol - Otus Lisp (Ol in short) is a purely* functional dialect of Lisp.
Quake-III-Arena - Quake III Arena GPL Source Release
janet - A dynamic language and bytecode vm
DOOM-3-BFG - Doom 3 BFG Edition
lispe - An implementation of a full fledged Lisp interpreter with Data Structure, Pattern Programming and High level Functions with Lazy Evaluation à la Haskell.
AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files
ulisp-bl602 - A version of the Lisp programming language for RISC-V BL602 Boards
DOOM - DOOM Open Source Release
primes-cpp - A compact primes library containing a highly optimized prime sieve and deterministic primality test.
permafrost-engine - An OpenGL RTS game engine written in C
triplea - TripleA is a turn based strategy game and board game engine, similar to Axis & Allies or Risk.
Quake - Quake GPL Source Release