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Game Engine White Papers: Commander Keen

forgottenbytes.net

71–80 of 83 posts

Re: Game Engine White Papers: Commander Keen

#71
post #5

Lovely book. Skimming through it. One thing that might help contextualize it is a brief discussion of the how contemporary hardware like the SNES rendered sprites so efficiently compared to the PC hardware at the time. It's not obvious to modern readers why a PC with significantly more powerful compute capabilities would struggle to keep up with significantly slower Nintendo hardware at the time for sprite rendering.

It's basically a case of hardware acceleration. Most games consoles and fancier micros have some of dedicated graphics chip that handles the heavy lifting of generating graphics. So for basic game graphics the CPU largely acts as a manager adjusting things like tilemaps and their viewport offsets, and sprite locations (possibly updating things several times mid frame, for fancier effects). The exact setup differs between systems, tilemaps and spites like the SNES is common, though you also have setups with some sort of framebuffer and a Blitter to speed up drawing to it instead.

A traditional IBM PC has a "dumb" framebuffer, where everything is done by the PC. Simply scrolling the background by 1 pixel basically means redrawing a lot of the screen, and you have to keep track of what graphics behind sprite would need to be redrawn after they move etc. As a bonus, on early consumer level 386 and 486 machines you have a mighty processor, but the graphics card is often still on a 16 bit 8MHz(ish) ISA bus. The PC does have an advantage that it's more flexible, so stuff like 3D was easier to do than on a tile-and-sprite setup (especially once we had stuff like VESA and PCI).

Re: Game Engine White Papers: Commander Keen

#72

It's a shame that the author both erased their own writing style using ChatGPT, and wholesale copied sections of the content from another author. https://news.ycombinator.com/item?id=48550425

It looks like a complete rip-off. Both the design of the website and the book cover.

Re: Game Engine White Papers: Commander Keen

#73

Masters of Doom is a great book on the history of id software, which includes the origins of the development of smooth scrolling by Carmack and Romero, which was groundbreaking at the time on PC.

One thing I was sus from the book and which this post didn't clarify for me was whether Carmack truly invented side scrolling for the PC. He claimed to have done so, and even pitched it to Nintendo for a Mario port that never took off.

Also, the idea that it hadn't been done yet by 1990, when consoles were well in the game, suggests the PC market was behind popular gaming in a big way.

Re: Game Engine White Papers: Commander Keen

#74
post #70

Earlier quoted context omitted.

Imitation is the greatest form of flattery! I suppose there's still Quake 3 Arena and DOOM3 to complete the full "John Carmack" early 90s to early 2000s technical overview series. Or maybe something with the Sega Saturn. I heard the Sonic X-treme team worked so hard to make a 3d Sonic game for that platform in the mid 90s that multiple team members had to go on medical leave!

> Imitation is the greatest form of flattery "... that mediocrity can pay to greatness" is the rest of the quote.

This quote is attributed to Oscar Wilde, but it seems like he never said it. In fact, there is no direct source for this particular quote by anyone. Even the shorter version "Imitation is the greatest form of lattery" is much older than Oscar Wilde. The full quote apparently did not appear on the internet before 2012.

https://shkspr.mobi/blog/2024/01/no-oscar-wilde-did-not-say-...

Re: Game Engine White Papers: Commander Keen

#76
post #65

Earlier quoted context omitted.

They should address that, then. It's still not trampolining on a so-called brand, which as far as I can tell does not exist.

The author may well disagree. https://news.ycombinator.com/item?id=48550425

Fair enough!

Re: Game Engine White Papers: Commander Keen

#77

Earlier quoted context omitted.

Definitely not. If anything this arcana is what feeds the llms not the other way around. Imagine if you replaced "games engineering" with "political history" or "nuclear physics"

Eh, it's not so clear cut. LLMs have definitely killed a lot of fun in reverse engineering old games by making it trivial to solve riddles that in the past would have been interesting problems to work on. But the field still offers many mysteries that need human brains to be solved. Whether LLMs are a net positive here depends if one is result-oriented (e.g. wants to rewrite an old game in a modern language) or proce…

Were they really that interesting?

Re: Game Engine White Papers: Commander Keen

#78
post #29

Earlier quoted context omitted.

It appears the author is leveraging Fabien's branding by copying not only the style of post but more importantly the formatting and style of Fabien's books. Even structurally the book appears quite similar. If you didn't double check the author while skimming this Keen book, you may well be mistaken that it was written by Fabien. I took a quick skim of the content, it looks great - tempted to purchase a copy to suppo…

> perhaps this is all sanctioned In short, it is not. I received early draft from bas. While I encouraged him to finish his book, I also told him, in no uncertain terms, that I had released the source code to inspire people and give them a kickstart, but not for them to copy the content. As months passed, I asked repeatedly to remove whole paragraphs he had copy/pasted as is, and drawings he had also copy/pasted. Lat…

Maybe in the future hand crafting code with the help of books is going to be an art. I’m sure some people would love to pay to watch.

(Going to do that in 10-15 years when I reach 50/55 to semi retire)

Re: Game Engine White Papers: Commander Keen

#79
post #11

Masters of Doom is a great book on the history of id software, which includes the origins of the development of smooth scrolling by Carmack and Romero, which was groundbreaking at the time on PC.

It should be noted that John Romero released his own book, Doom Guy, a few years ago which contradicts some of the accounts in Masters of Doom. MoD is probably the more thrilling read and I enjoyed both books, but some of the stories need to be taken with a grain of salt. I also think Doom Guy is worth a read because it gives a lot more insight into what happened at Ion Storm and how the Daikatana project fell apart.…

I would recommend the audiobook - John Romero actually reads it so it seems a lot more personal.

I did feel that Romero skipped a load of stuff, at least int he audio version. There was no real mention of Stevie Case, just one passing name check. That was really odd. I was expecting him to at least mention her.

I've also both read and listened to Masters of Doom (read by Wil Wheaton no less) and it is a great book too. The audio version is really good.

Re: Game Engine White Papers: Commander Keen

#80
post #64

Earlier quoted context omitted.

> perhaps this is all sanctioned In short, it is not. I received early draft from bas. While I encouraged him to finish his book, I also told him, in no uncertain terms, that I had released the source code to inspire people and give them a kickstart, but not for them to copy the content. As months passed, I asked repeatedly to remove whole paragraphs he had copy/pasted as is, and drawings he had also copy/pasted. Lat…

Thanks for the clarifying the situation. Something did feel a bit off but I didn't want to jump to any premature conclusions. The author has clearly put quite some investment in writing their book, it's a shame and hard to understand that someone would self sabotage by plagiarising the work of others - Especially to someone donating their own free time to initially help out. > But I have only myself to blame for open…

> Any new books planned on the horizon?

I always have projects :) ! Whether I can go all the way and actually ship it is another story.

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