Is this the sign that Fabian is beginning his look and research at Quake (ie, in slow preparation for another Game Engine Black Book)?
He most definitely is cooking something. Seen contributions from him to chocolate-quake: https://github.com/Henrique194/chocolate-quake/pull/60 As well as bug reports: https://github.com/Henrique194/chocolate-quake/issues/57 I personally would love to get some help with my chocolate Doom 3 BFG fork, specially with pesky OpenGL issues: https://github.com/klaussilveira/chocolate-doom3-bfg
How Quake.exe got its TCP/IP stack
111–120 of 158 posts
Re: How Quake.exe got its TCP/IP stack
#112Earlier quoted context omitted.
I feel he's stepping his way to that, but Quake is an entire other world of complexity from DooM (which is simple enough that a 400+ page book can "explain" it and the OS and the computers it ran on).
Andre Lamothe's "Tricks of the 3d Game Programming Gurus: Advanced 3d Graphics and Rasterization" is a great book for anyone interested in graphics programming from those days.
[0]: https://www.amazon.fr/Michael-Abrashs-Graphics-Programming-S...
Re: How Quake.exe got its TCP/IP stack
#113Earlier quoted context omitted.
I remember back in the day using DJGPP (DJ Delorie) with the Allegro library (Shawn Hargreaves), building little games that compiled and ran on Windows and other OSes, and being part of the community. You can still play the little game I made in under 10K for the Allegro SizeHack competition in 2000: https://web.archive.org/web/20250118231553/https://www.oocit... Back then I was also writing a bunch of articles on ga…
Yes. DJGPP and Allegro was a great help, and a big step up from the old Borland Turbo Pascal I started out with. I remember trying to rotate an image pixel by pixel in Pascal. Allegro simply had a function to do it. And yes, the mailing list was great - Shawn Hargreaves and the couple of people in the inner circle (I seem to remember someone called George) were simply awesome, helpful people. I eventually installed R…
Re: How Quake.exe got its TCP/IP stack
#114Earlier quoted context omitted.
Thank you for this work. It was my first C compiler in 1998. Y'all helped me on the mailing list and you even replied to my e-mails! I was 11 and this was insane to me.
You're welcome!
Re: How Quake.exe got its TCP/IP stack
#115I was half expecting something about how to get tcp into windows, but this is win95 where they shipped it inside the os and put some company out of business that used to sell that.
The turbulent times and the breakneck speed of computer development need to be taken into account. Not long before that computer networks were strictly corporate things installed by contractors choosing hardware, driver and software suppliers suitable for tasks performed by employees or students, and someone who installed it at home was the same kind of nerd who would drag an engine from the work into his room to tin…
One of "works fine", "needs a command line trick to continue" or "refuses to work completely" depending on which specific edition of win11 your computer has been afflicted with.
Re: How Quake.exe got its TCP/IP stack
#116This article makes it seems like 1996 was ancient times. There was the internet then, browsers, Mac’s had a tcp stack for a while by then, quake was an extremely advanced game. Yeah, the dos to windows transitions was a big deal, but it was a pretty ripe time for innovation then.
Yeah, but dial-up was slow, laggy, and what 95% of people used to access the internet in those days. Real-time gaming was not fun with anything that used it. I grew up in a rural area in the 1990s and was no match for people that started to get cable modems as time went on.
And even then they'd often just use the bundled browser.
I remember the first friend who got a cable modem, that shit was insane compared to dial-up.
Re: How Quake.exe got its TCP/IP stack
#117From that first graph: Who was using WinNT in 2005?!
Windows 95 and MS-DOS in 2004 worry me a bit more.
Re: How Quake.exe got its TCP/IP stack
#118Earlier quoted context omitted.
Andre Lamothe's "Tricks of the 3d Game Programming Gurus: Advanced 3d Graphics and Rasterization" is a great book for anyone interested in graphics programming from those days.
Also "The Black Book"[0] of Michael Abrash who worked on Quake with Carmack. [0]: https://www.amazon.fr/Michael-Abrashs-Graphics-Programming-S...
Re: How Quake.exe got its TCP/IP stack
#119Re: How Quake.exe got its TCP/IP stack
#120Earlier quoted context omitted.
Dialup has a ton of latency (100+ms), but little jitter.
If you're dialed up directly, you should be able to get a little bit better latency as you won't need IP, UDP, and PPP/SLIP headers; at modem bandwidth, header bytes add meaningful latency. But data transmission is still pretty slow, even with small packets.
Dialing-up to the Internet to play Quake via TCP/IP...shit tons of lag (150+ ms).