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Quake's lightning gun bug explained [video]

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Re: Quake's lightning gun bug explained [video]

#31
post #26

Earlier quoted context omitted.

>whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;) That's most indie game devs of the period, but more so at id Software which splintered the team during Quake's development due to internal squabbles, causing John Romero and others to leave id. You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, an…

Yep I’m in this code base a lot, and there’s a lot of this. Some of it by John’s own hand. But you know, if it works, it works. I’ve added plenty of my own bugs in the same spirit.

Adding bugs intentionally? Based

Re: Quake's lightning gun bug explained [video]

#32

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

The movement? It was just dull but they fixed it with QuakeWorld. Bunny hopping is fun until you encounter stairs. They fixed that mechanic in Quake 2 but then everything else about this game is crap. Q3 was OMG, simply amazing Movement wise, CPM/CQ3 or QuakeLive is where things became fun again

The amazing thing about QuakeLive is that it initially ran in a browser window. I'm not sure how it was implemented, but it was amazing and it supported Mac and Linux as well. I wonder why they then decided to make it into a Windows only desktop app.. :-(

Re: Quake's lightning gun bug explained [video]

#33

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

When it came out I didn't quite like it. I was like, what's the advantage of 3D when it all looks so polygon-y? Duke Nukem "3D" looks better!

The atmosphere was brilliant though.

Re: Quake's lightning gun bug explained [video]

#35

Earlier quoted context omitted.

>probably one the top 10 programmers of all time By what metric? Popularity? PR? Net worth? Complex software? Competitive programming? Impact? For every "top" SE there are tens of similarly skilled engineers that you have never heard of

Amount of tickets closed on JIRA lmaoo

[dead]

Re: Quake's lightning gun bug explained [video]

#36

Earlier quoted context omitted.

Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: * https://fabiensanglard.net/quakeSource/index.php I recommend checking it out. EDIT: i was thinking of the analysis done on Quake 2, which is more about the engine: * https://fabiensanglard.net/quake2/index.php while the one about is regarding th…

>probably one the top 10 programmers of all time By what metric? Popularity? PR? Net worth? Complex software? Competitive programming? Impact? For every "top" SE there are tens of similarly skilled engineers that you have never heard of

> By what metric?

His record speaks for itself. I know it is tough to imagine what it was like programming 3D engines meant to run on graphics non-accelerated PCs running DOS, without the internet knowledge or collaboration available to us now, but the stuff he was doing was absolutely revolutionary. He basically created PC gaming as we know it today by creating a market for 3D accelerators and before that by doing it in software very well. He also did this stuff in an record amount of time. From Wolfenstein 3D (1992) to Quake (1995) he made three separate engines which each revolutionized the industry one after the other.

EDIT: The metric I am using is 'impact' in an industry and in society in general -- the impact of Doom and Quake on culture and the adoption of computers and PC gaming and many other things can not be overstated. You can draw a direct line from Doom to Quake to nVidia to CUDA and machine learning if you want.

Re: Quake's lightning gun bug explained [video]

#37

Earlier quoted context omitted.

>probably one the top 10 programmers of all time By what metric? Popularity? PR? Net worth? Complex software? Competitive programming? Impact? For every "top" SE there are tens of similarly skilled engineers that you have never heard of

Amount of tickets closed on JIRA lmaoo

Please no. I know it's a joke, but please.

Re: Quake's lightning gun bug explained [video]

#38
post #32

Earlier quoted context omitted.

The movement? It was just dull but they fixed it with QuakeWorld. Bunny hopping is fun until you encounter stairs. They fixed that mechanic in Quake 2 but then everything else about this game is crap. Q3 was OMG, simply amazing Movement wise, CPM/CQ3 or QuakeLive is where things became fun again

The amazing thing about QuakeLive is that it initially ran in a browser window. I'm not sure how it was implemented, but it was amazing and it supported Mac and Linux as well. I wonder why they then decided to make it into a Windows only desktop app.. :-(

I'm pretty sure it was just a browser plugin. So probably native code unlike nowadays when you can get proper 3D with WebGL.

Re: Quake's lightning gun bug explained [video]

#39

Earlier quoted context omitted.

Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)

>whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;) That's most indie game devs of the period, but more so at id Software which splintered the team during Quake's development due to internal squabbles, causing John Romero and others to leave id. You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, an…

> You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, and as you approach the end, progress into "whatever, let's just ship it, this is gonna sell" kind of levels that were mostly just filler to pad the play time.

This rings really true to me. I only had played the shareware version of quake and only recently played the full game, and the second half really felt like padding.

Some gimmicks in particular were really overused later on (I specifically recall that at a certain point I could just tell "There's going to be an ogre hidden in this corner").

I'm not sure if there was also some other reasons - maybe they decided to use some of the best designs for the shareware, maybe ran out of space for more enemies or maybe there's just way more nostalgia for the first levels - but I'm happy to see that some people share a similar opinion.

Re: Quake's lightning gun bug explained [video]

#40

Earlier quoted context omitted.

Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)

Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: * https://fabiensanglard.net/quakeSource/index.php I recommend checking it out. EDIT: i was thinking of the analysis done on Quake 2, which is more about the engine: * https://fabiensanglard.net/quake2/index.php while the one about is regarding th…

> Good chance it was John Carmack, probably one the top 10 programmers of all time.

Where would you rank Linus Torvalds?

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