wolf3d
MS-DOS
wolf3d | MS-DOS | |
---|---|---|
8 | 59 | |
2,095 | 15,623 | |
3.0% | - | |
0.0 | 0.0 | |
about 12 years ago | over 4 years ago | |
Assembly | ||
- | GNU General Public License v3.0 or later |
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wolf3d
- Wolfenstein 3D with a CGA Renderer
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Historical Source Code That Every Developer Should See
There are far better historical sources to study, such as Wolf3D, the classic BSD games, or even Word 1.1.
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Why Functional Programming Should Be the Future of Software
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.
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Found more assembly horrors while rummaging through my backups. This time, starring quaternion arithmetic
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
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Porting DOOM To A Forgotten Apple OS
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.
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How were coded early fake 3D graphics like in 3D Monster Maze or Wolfenstein 3D ?
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?
MS-DOS
- MS-DOS v1.25, v2.0, v4.0 Source Code
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Open Sourcing DOS 4
This 4.0 code contains references to 4.00, though: https://github.com/microsoft/MS-DOS/blob/main/v4.0/src/BOOT/...
- DOS 4.0 Source Code Released Under MIT License
- Why Does Windows Use Backslash as Path Separator?
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ST-DOS
I recently stumbled across the MS-DOS 1.25 and 2.0 source code [1].
[1] https://github.com/microsoft/MS-DOS
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The History of Xenix
“Despite this reduction in scope for MS-DOS 2.0, it did carry many bits of XENIX. The system adopted I/O redirection via less-than and greater-than symbols, piping, a hierarchical directory tree, file handles […]”
The source code for MSDOS 2 is available and the file descriptor stuff appears to be in https://github.com/microsoft/MS-DOS/blob/master/v2.0/source/... and XENIX2.ASM. It stands in contrast to the File Control Block API which MSDOS 1 (née 86-DOS) modeled after CP/M’s API.
- MS-DOS v1.25 and v2.0 is now open-source (2014)
- MS-DOS v1.25 and v2.0 is now open-source
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MS-DOS is now open-sourced
Asynchronous I/O figures in prominently in Windows NT. I was really surprised to see[0]:
Each driver in the chain defines two entry points; the strategy routine and the interrupt routine. The 2.0 DOS does not really make use of two entry points (it simply calls strategy, then immediately calls interrupt). This dual entry point scheme is designed to facilitate future multi-tasking versions of MS-DOS. In multi-tasking environments I/O must be asynchronous, to accomplish this the strategy routine will be called to queue (internally) a request and return quickly. It is then the responsibility of the interrupt routine to perform the actual I/O at interrupt time by picking requests off the internal queue (set up by the strategy routine), and process them. When a request is complete, it is flagged as "done" by the interrupt routine. The DOS periodically scans the list of requests looking for ones flagged as done, and "wakes up" the process waiting for the completion of the request.
I didn't realize that kind of forwarding-looking perspective was going into the design of MS-DOS.
[0] https://github.com/microsoft/MS-DOS/blob/master/v2.0/source/...
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Exploring the Internals of Linux v0.01
>Any others I'm missing?
I would suggest MS-DOS: https://github.com/microsoft/MS-DOS
What are some alternatives?
peds - Type safe persistent/immutable data structures for Go
86Box - Emulator of x86-based machines based on PCem.
systemshock - Shockolate - A minimalist and cross platform System Shock source port.
dosbox-x - DOSBox-X fork of the DOSBox project
dhall - Maintainable configuration files
Chicago95 - A rendition of everyone's favorite 1995 Microsoft operating system for Linux.
book - The Rust Programming Language
qubes-issues - The Qubes OS Project issue tracker
fun-problems
emu2 - Simple x86 and DOS emulator for the Linux terminal.
WolfensteinCGA - Wolfenstein 3D with a CGA renderer
open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.