peds VS wolf3d

Compare peds vs wolf3d and see what are their differences.

peds

Type safe persistent/immutable data structures for Go (by tobgu)

wolf3d

The original open source release of Wolfenstein 3D (by id-Software)
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peds wolf3d
2 8
63 2,095
- 3.0%
1.8 0.0
about 3 years ago about 12 years ago
Go
MIT License -
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.

peds

Posts with mentions or reviews of peds. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-11-02.
  • Why Functional Programming Should Be the Future of Software
    11 projects | news.ycombinator.com | 2 Nov 2022
    Or lets look at persistent data structures, a staple of functional programming:

    https://github.com/tobgu/peds

    Notice how you'd need to generate the DS for every type you'd like to use it, which is not the case with built in mutable maps and slices.

    To make them type-safe, you need to generate them for every type you use. While this is technically possible, it does make the language quite hostile towards functional programming. With generics, this is rectified but the problem with non-composable multi-return-value functions still remains

  • Persistent data structures now that generics are coming?
    3 projects | /r/golang | 26 Dec 2021
    One of the library types that benefits from having generics is "data structure" libraries. Does anyone know of work going on to make a Go 1.18+ persistent data structure library (something like this or this)?

wolf3d

Posts with mentions or reviews of wolf3d. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-01-22.
  • Wolfenstein 3D with a CGA Renderer
    4 projects | news.ycombinator.com | 22 Jan 2023
  • Historical Source Code That Every Developer Should See
    3 projects | /r/programming | 5 Jan 2023
    There are far better historical sources to study, such as Wolf3D, the classic BSD games, or even Word 1.1.
  • Why Functional Programming Should Be the Future of Software
    11 projects | news.ycombinator.com | 2 Nov 2022
    It took a long time to write that engine and porting the whole thing properly also takes time. It just moves goalposts. Why didn’t he spend 80M on a new AAA game? If he spent any less than that, he certainly can’t draw any useful conclusions.

    Have you ever looked over the codebase? It’s plenty large enough to draw useful conclusions from for most people let alone someone with his vast game experience.

    https://github.com/id-Software/wolf3d/tree/master/WOLFSRC

    Meanwhile, you are drawing bay conclusions with no credentials out evidence. As to actual games, setting aside the fact that Wolfenstein still sees play, loads of popular games are written in JS. Lots of others are in Java or C#. None of these make your case as Haskell, Ocaml, and StandardML (SML) are in the same performance range.

    As to your argument about the efficiency of objects, what do you think functional languages use? Lets use SML as an example. There’s real arrays and they are also optionally mutable (yes, there’s linked lists too, but those can be used in C++ too).

    Records are basically just C structs (they are immutable by default, but can contain refs which are mutable pointers). They can contain functions because functions are first class without the mess that many languages create.

    You associate functions with datatypes which gives you the best part about methods. They also give you a kind of implicit interface too due to structural typing. I’d note that closures are mathematically equivalent to objects.

    Finally, modules are everything a language like Java tries to get from classes (and more), but without any of the downsides of classes themselves.

    People generally like the JS paradigm of factories and object literals (even if they hate the stuff like dynamic typing or type coercion). StandardML offers the same kinds of patterns, but with sound typing, simpler syntax without the warts, more powerful syntax, and performance in the same range as go or Java.

    To me, your argument sounds like the people arguing that goto is better and more natural than looping constructs or the procedural guys arguing against OOP. I think if you messed around with StandardML, it would change your mind about what programming could be in the future.

  • Found more assembly horrors while rummaging through my backups. This time, starring quaternion arithmetic
    1 project | /r/programminghorror | 16 Sep 2022
    I'm not used to seeing assembly look like this. What's the wrapper stuff? Looks like C. But I thought you could inline assembly in C like here: https://github.com/id-Software/wolf3d/blob/master/WOLFSRC/DETECT.C
  • Porting DOOM To A Forgotten Apple OS
    4 projects | /r/programming | 13 Jun 2022
    c) The source code was pretty vanilla standard C. No huge assembly. Around 36000 lines of "normal C" (at the time, most of C games were non-portable, you would get near and far pointers or assembly shenanigans you had in Wolf3d source). Only 4 assembly functions (draw a vertical line, a horizontal one, fixed point multiplication and division), and they were already replaced by 4 standard C functions.
  • How were coded early fake 3D graphics like in 3D Monster Maze or Wolfenstein 3D ?
    4 projects | /r/howdidtheycodeit | 5 Jun 2022
    id software used raycasting since it's early games like Hovertank 3D, Catacomb 3D and Wolfenstein 3D. heck, even though Doom, Duke Nukem 3D and Blood were majorly using BSP, their most simple and rustic rendering base was through raycasting.
  • there is a dos mod for wolf 3d that adds strafe, but it doesn't work on the expansions. Anybody know one that does or can explain how I might go about modding it myself?
    1 project | /r/dosgaming | 6 Apr 2021

What are some alternatives?

When comparing peds and wolf3d you can also consider the following projects:

golang-set - A simple, battle-tested and generic set type for the Go language. Trusted by Docker, 1Password, Ethereum and Hashicorp.

MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes

book - The Rust Programming Language

systemshock - Shockolate - A minimalist and cross platform System Shock source port.

milewski-ctfp-pdf - Bartosz Milewski's 'Category Theory for Programmers' unofficial PDF and LaTeX source

dhall - Maintainable configuration files

Halide - a language for fast, portable data-parallel computation

turtle-geometry - Command turtle graphics using Scheme dialect on your Android

fun-problems

elvish - Powerful scripting language & Versatile interactive shell

WolfensteinCGA - Wolfenstein 3D with a CGA renderer