wolf3d
book
wolf3d | book | |
---|---|---|
8 | 626 | |
2,095 | 14,290 | |
3.0% | 1.4% | |
0.0 | 8.7 | |
about 12 years ago | 1 day ago | |
Rust | ||
- | 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?
book
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Learning Rust: A clean start
My first port of call was to google learn rust which lead me to "the book". The book is a first steps guide written by the rust community for newbies (or Rustlings as they're called) to gain a 'solid grasp of the language'.
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Prodzilla: From Zero to Prod with Rust and Shuttle
Before Prodzilla, I’d read 'The Book' a couple of times, and had made my way through Rustlings, but hadn’t yet built a serious project in Rust.
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Help me stop hating rust
To answer your last question;
Start with the Rust book.
https://doc.rust-lang.org/book/
Then do Rustlings until the syntax becomes muscle memory.
Then join the Discord and start doing little projects.
You won’t get up to the proficiency of other languages as quickly in Rust. It takes longer. For me it’s taking a lot longer, but I enjoy it.
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Top 10 Rusty Repositories for you to start your Open Source Journey
Before diving into these repositories, familiarize yourself with Rust and its development ecosystem. The official Rust book is an excellent resource for developers at all levels. Each repository has documentation on how to contribute, covering code style, issue tracking, and pull requests.
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Command Line Rust is a great book
This is my third Rust book after the official book and Rust in Action. The other two books are great, but they were too theoretical for me. I'm a slow learner and had much trouble grokking Rust's features and idiosyncrasies. When I was done with these books, I was lost and unsure of what I could do.
- Advice Sought: Double down on Solidity dev or switch to Product?
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Nim
It's the same reason everything digital and downloadable isn't free: there's a cost to create it and there's a value to it.
For a language developer to charge for a book about that language, I think that's a completely valid way to make some money off of their work.
Even the Rust book, "The Rust Programming Language" is available freely online [0], but also as a print and ebook for sale via NoStarchPress [1].
[0] https://doc.rust-lang.org/book/
[1] https://nostarch.com/rust-programming-language-2nd-edition
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Systems programming - Rust
You know you can just read it online right now in 2 different variants It does contain some systems programming.
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Ask HN: How do you learn Rust in 2023?
I am looking at The Book (https://doc.rust-lang.org/book/), but hoped there was an amazing person on youtube.
Yeah, I'll build something, finally trying webassembly.
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Give me the best Resources to learn Rust
https://doc.rust-lang.org/book/ https://github.com/rust-lang/rustlings https://doc.rust-lang.org/rust-by-example/
What are some alternatives?
peds - Type safe persistent/immutable data structures for Go
rust-by-example - Learn Rust with examples (Live code editor included)
MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes
Rustlings - :crab: Small exercises to get you used to reading and writing Rust code!
systemshock - Shockolate - A minimalist and cross platform System Shock source port.
solana-program-library - A collection of Solana programs maintained by Solana Labs
dhall - Maintainable configuration files
nomicon - The Dark Arts of Advanced and Unsafe Rust Programming
fun-problems
github-cheat-sheet - A list of cool features of Git and GitHub.
WolfensteinCGA - Wolfenstein 3D with a CGA renderer
rust - Empowering everyone to build reliable and efficient software.