wolf3d
milewski-ctfp-pdf
wolf3d | milewski-ctfp-pdf | |
---|---|---|
8 | 75 | |
2,095 | 10,751 | |
3.0% | - | |
0.0 | 5.3 | |
about 12 years ago | 13 days ago | |
TeX | ||
- | GNU General Public License v3.0 or later |
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.
wolf3d
- Wolfenstein 3D with a CGA Renderer
-
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.
-
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.
-
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
-
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.
-
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?
milewski-ctfp-pdf
-
reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
Category Theory for Programmers by Bartosz Milewski (https://github.com/hmemcpy/milewski-ctfp-pdf/releases)
-
Category Theory for Programming
Strangely similar name to the well-known 'Category Theory for Programmers'
https://github.com/hmemcpy/milewski-ctfp-pdf
-
Polynomial Functors: A Mathematical Theory of Interaction [pdf]
There's this, but the programmer doesn't have to be working:
https://bartoszmilewski.com/2014/10/28/category-theory-for-p...
- Monads vs Classes
- 今天看到的,是真的离谱。
-
Reading recomendations on Category Theory
Milewski's "Category Theory for Programmers".
- Ask HN: Math for Programmers?
- [Math] Category Theory for Programmers
-
Some math topics get mentioned a bunch in functional programming articles and forums. Which ones have ever actually helped you in writing your programs?
(3) category theory. I was never advised to read any, but found that bartosz's introduction really good. https://bartoszmilewski.com/2014/10/28/category-theory-for-programmers-the-preface/. Helps to rewire the brain.
-
what is the relation of a class in programming and category theory?
It's also possible to model programming languages using category theory, but I know less about that. If you're interested in following this up, then Benjamin Pierce has what I'm told is a good introduction to category theory for computer scientists, and Bartosz Milweski has an online book (it might be available in hard copy as well, I'm not sure) called Category Theory for Programmers. I believe simple programming languages like the simply typed lambda calculus end up being modelled as Cartesian closed categories.
What are some alternatives?
peds - Type safe persistent/immutable data structures for Go
semantic-source - Parsing, analyzing, and comparing source code across many languages
MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes
web-dev-golang-anti-textbook - Learn how to write webapps without a framework in Go.
systemshock - Shockolate - A minimalist and cross platform System Shock source port.
paip-lisp - Lisp code for the textbook "Paradigms of Artificial Intelligence Programming"
dhall - Maintainable configuration files
practicing-ruby-manuscripts - Collection of source manuscripts for publicly released Practicing Ruby articles
book - The Rust Programming Language
owasp-masvs - The OWASP MASVS (Mobile Application Security Verification Standard) is the industry standard for mobile app security.
fun-problems
Yup - Dead simple Object schema validation