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Doom 3 Source Code

Name: Anonymous 2011-11-23 0:10

https://github.com/TTimo/doom3.gpl

What do you think? Unlike previous id Software releases written in C, Doom 3 is largely written in C++.

Name: Anonymous 2011-11-23 0:12

>>1

I remember quake2 being in seeples? Maybe even quake1..

Name: Anonymous 2011-11-23 0:17

>>2
That was more like C with const, inline and variable declarations in the body of functions.

Name: Anonymous 2011-11-23 0:17

>>1

also I've worked a little with their code for doom/heretic. The entities are all stuffed into a single doubly linked list. There is no spatial categorization of stuff, and you notice the lag if you ever try to make a map with a certain number of monsters. The ai was very nice and cheap though, and the bsp implementation is impressive. I'm glad they put their code out once the game is out of date. It's a good opportunity for getting your hands dirty with a large projection, without having to build everything yourself, or become an official member of a secret club.

Name: Anonymous 2011-11-23 0:23

>>3

yeah, I looked at it briefly, and then never again. I was impressed by their method for associating entry points to code with monster animations, in which they created a massive statically allocated array in the executable that contained all transition and timing information, as well as addresses of code to call, for frames of animation of entities in the game. In the doom series, a slot in the array existed for every image (save for the multiple view angles). I'm not sure how exactly it was done with the 3d models in the quakes, but it looked similar.

Name: Anonymous 2011-11-23 0:26

>>4
Yeah, working with id code offers a lot of insight just how  close they got to the limits at any given time. In the old code at least, the data was stored in  a structure that was very efficient for the engine to find exactly what it needed exactly when it needed it.

Name: Anonymous 2011-11-23 4:46

#define private        public
#define protected    public


https://github.com/TTimo/doom3.gpl/blob/master/neo/game/Game_local.h

fuck the police

Name: Anonymous 2011-11-23 7:46

https://github.com/TTimo/doom3.gpl/tree/fb1609f5540e3578b579c5e3476de5613c45d3a6/neo/game/script
Why is this so naive and unoptimized (apart from extremely basic constant folding)? This is the kind of design I'd expect from a Danmakufu clone, not from the Carmack.

Name: Anonymous 2011-11-23 8:47

>>8

because he spent time optimizing parts of the code where optimization actually mattered

Name: Anonymous 2011-11-23 9:01

>>8
See >>9. Carmack applies common sense in only investing effort when needed.

Name: Anonymous 2011-11-23 9:28

>>9
blasphemy

Name: doom 2011-11-23 16:50

code is great and tight
just like the unreal source code is
since 1997
anyway i ll port it to my iphone
have some good laughs while counting the fps

Name: Anonymous 2011-11-23 17:59

>>1
invented their own scripting language instead of just using python
what a toolbag

Name: Anonymous 2011-11-23 18:21

>>13
embedding python
I lol'd

Name: Anonymous 2011-11-23 19:06

>>1
Nobody fucking cares except maybe a few crazy modders with tons of free time and some SkyOS/BeOS retards who need some C++ code to show of their crappy OS.

Name: Anonymous 2011-11-23 19:07

Since apparently /prog/ is chock-full of uncultured swine, I'd like to interject for a moment and point out that Carmack only wrote the renderer for Doom 3. Meanwhile, the other "programmers" went ahead and ruined the rest of the codebase.

>>8 (and friends)
In shocking news, id widely regarded the scripting system in Doom 3 as not a good idea, and went back to C++ everything for Rage. That wasn't probably a good idea either.

Name: Anonymous 2011-11-23 19:07

>>12
i ll port it to my iphone
Yep! We have our first SkyOS/BeOS retard.

Name: Anonymous 2011-11-23 22:13

>>16
well no shit it wasnt a good idea. python exists for a reason

Name: Anonymous 2011-11-23 22:17

>>18
Dozens of other languages exist for the same reason.
Get off your high horse, filthy Pythonista.

Name: Anonymous 2011-11-23 22:33

>>19
you're just mad your little toy language doesn't measure up

Name: Anonymous 2011-11-23 23:33

>>15
>>17
i honestly don't have a clue what you
are talking about

Name: Anonymous 2011-11-24 0:04

Name: Anonymous 2011-11-24 0:22

>>21
I dont see why /prog/ should advertise Carmack or Bethesda Softworks. There are far better developers, that create real games with storyline and gameplay, not just yet another boring FPS.

Name: Anonymous 2011-11-24 0:24

>>23
So /prog/ is not allowed to discuss anything related to the Doom3 source release?

Name: Anonymous 2011-11-24 0:27

>>24
I'm just saying there is no reason to.

Name: Anonymous 2011-11-24 1:51

>>23

bethesda

storyline

gameplay

skyrim

Name: Anonymous 2011-11-24 3:34

>>23
Everything they made before Doom 3 was great. Also fuck your storyline, Quake 3 is the best. Go read a book if you want a good story, ``faggot''.

Name: Anonymous 2011-11-24 4:38

>>27
enjoy your "porn movie"

Name: Anonymous 2011-11-24 4:41

>>26
Bathesta is a company that makes these shitty FPS games with RPG gimmicks, just to expand target auditory enough and sell their shit to fat D&D retards.

Name: Anonymous 2011-11-24 8:44

not anime

Name: Anonymous 2011-11-24 9:55

anyone got it to compile yet? getting some linker errors myself, but I'm too lazy and not familiar with scons to fix it.

Name: Anonymous 2011-11-24 11:31

nice dubs bro >>33

Name: Anonymous 2011-11-24 11:36

>>32
Thanks dude bro.

Name: Anonymous 2011-11-24 11:40

>>33
no problem bro dude

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