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Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

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31–40 of 64 posts

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#31

That's an admirable project I wish I could live long enough to see sentient robots become part of society and protest this violent game which discriminates robots and encourage violence towards machines. #AIUnitedCancelAnarch I also wish this wouldn't so political, I don't see what capitalism has done to this guy - including giving him the tools to create this game! There are also plenty of games that can be played a…

I actually don't mind violence even against people as long as it's only in games, movies etc. Never in real life. All people should be able to strictly tell apart games and reality, and then violence in games can actually be helpful to relieve the inherent need for violence in humans without hurting anyone.

I used robots just to bring attention to pacifism and because I found it a nice replacement for demons, plus it also has that small extra advantage of being friendlier towards e.g. people who dislike blood or whatever.

> politics

My views have become a centerpoint of my life and everything I do, but I don't mind if anyone forks this and takes all politics out. Or even put your own politics in. It's all fine, that's why I released it into public domain!

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#32
post #3

This project is not exactly what it promises. The title is "portable suckless [...] 90s-style Doom clone", however, in the technical details, it's specified that "this is my custom engine (raycastlib) based on raycasting, a technique used in Wolf3D engine, but it's improved, e.g. supporting multiple levels of floor and ceiling, so that the visual result is something between Wolf3D and Doom". I don't think a that an i…

> The title is "portable suckless [...] 90s-style Doom clone", however, in the technical details ...

This is subjective, I started creating it as a Doom clone and have seen it that way all the time. I think if you show someone the screenshots they will say it looks like Doom and the kind of engine doesn't matter that much (many modern "Doom clones" also use modern engines, not the original BSP one). But of course your points about the engine are correct, it is simpler than Doom, which I mention in the readme. I haven't chosen that subtitle as a means of getting more attention, I don't really think about this as I despise marketing, I simply tried to describe it in a simple way.

> I didn't read long enough to understand if this is a satire or not.

Not a satire.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#33

When I saw "C++17 and Rust are bad" I assumed it would be written in C89. I'm used to that kind of bad take. But it's actually written in C++. There isn't a Makefile, just make.sh. And in there, I don't see the C++ standard specified. I'm guessing g++ defaults to C++98. So that really makes you think. suckless means C++, but not the convenient parts like type inference. Not the safe parts like unique_ptr. A language…

There is -x c in the make.sh, but you actually got me on this, I am not sure which version of C that flag chooses. But I just tried adding -std=c99 flag and it works just fine, so it is indeed in C99.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#34
post #7

Appreciate the open nature of the project. But this is sort of what state of the art web fps looks in 2020 ;) https://digiplay-gaming.itch.io/brawlbots UE4 compiled to WebGL 2. The payload itself is a massive binary. My bias is still toward optimized WebGL 2 beating SDL 2 via emscriten. But that requires a deeper drive to demonstrate. Still, it's nice to have choices. And I think what we are seeing is definitely near…

SharedArrayBuffer is not defined on the latest main line firefox

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#35

Play it online here: https://drummyfish.gitlab.io/anarch/bin/web/anarch.html To the creator thank you for making this. I also enjoyed reading the manifesto. Keep up the good work and never stop fighting capitalism.

You don't really have to fight capitalism. You can find some homestead land and gather up people for a commune.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#36
post #23

When I saw "C++17 and Rust are bad" I assumed it would be written in C89. I'm used to that kind of bad take. But it's actually written in C++. There isn't a Makefile, just make.sh. And in there, I don't see the C++ standard specified. I'm guessing g++ defaults to C++98. So that really makes you think. suckless means C++, but not the convenient parts like type inference. Not the safe parts like unique_ptr. A language…

It feels like the universe always needs a Terry Davis

Please, no. This site's relationship with Terry Davis was weirdly fetishistic when he was alive, let's not make an icon out of him after his death.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#37
post #3

This project is not exactly what it promises. The title is "portable suckless [...] 90s-style Doom clone", however, in the technical details, it's specified that "this is my custom engine (raycastlib) based on raycasting, a technique used in Wolf3D engine, but it's improved, e.g. supporting multiple levels of floor and ceiling, so that the visual result is something between Wolf3D and Doom". I don't think a that an i…

> There's definitely a significant self-absorption in this project.

I felt the same thing about your comment.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#38

That's an admirable project I wish I could live long enough to see sentient robots become part of society and protest this violent game which discriminates robots and encourage violence towards machines. #AIUnitedCancelAnarch I also wish this wouldn't so political, I don't see what capitalism has done to this guy - including giving him the tools to create this game! There are also plenty of games that can be played a…

I actually don't mind violence even against people as long as it's only in games, movies etc. Never in real life. All people should be able to strictly tell apart games and reality, and then violence in games can actually be helpful to relieve the inherent need for violence in humans without hurting anyone. I used robots just to bring attention to pacifism and because I found it a nice replacement for demons, plus it…

This makes sense. I never liked playing FPS games with people. Wolfenstein 3D was an exception because the people were pixelated nazis. Doom and Cube/Sauerbraten were also ok because the player killed monsters.

Microchip Corp. is an actual business. They make cool stuff like the PIC MCUs used for building useful things such as a HVAC thermostat. They're not General Atomics or Lockheed Martin who make drones used for killing people.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#39
I admire the adherence to principle and depth of execution, however I find something about this incoherent.

Shaving off some aesthetic components of violence and positioning the work as anticapitalist does not address the core issue of every game project: What does the game facilitate a study of? That's not a leading question or "gotcha". It's just the thing every game player will ask at some point: What is it about? What do you do?

I believe the most likely answer to that is that it's primarily a technical study, and the game part of it is not exactly the focus, which is why the content of it is directionless "filler", opting to say less of the thing it emulates, but to on some level venerate it rather than critique it: it's still a game about shooting stuff and...that's it, it has nothing more to say, it doesn't "go" somewhere. And it will stay stuck there so long as it stays within the subset of what the original game did. Which makes it, in some sense, incomplete as a work. A tech demo with a bit of game bolted on, call it what you may.

If we proceed further in the direction of staying within principle and do not halt at the point where something Doom-like is possible, all these other development opportunities come up that seem more coherent with the ideology at play:

* Mazes/exploration gameplay(finding one's way home) * Procedural landscapes/dream simulator * Sports gameplay * Networked virtual worlds

The only problem, then, is the feeling that this would break with tradition, but that's exactly it: it would be radical from a "positive" standpoint rather than a "negative" one to develop in a new direction.

Re: Anarch: Super small public domain no-dependency from-scratch suckless Doom clone

#40

That's an admirable project I wish I could live long enough to see sentient robots become part of society and protest this violent game which discriminates robots and encourage violence towards machines. #AIUnitedCancelAnarch I also wish this wouldn't so political, I don't see what capitalism has done to this guy - including giving him the tools to create this game! There are also plenty of games that can be played a…

I actually don't mind violence even against people as long as it's only in games, movies etc. Never in real life. All people should be able to strictly tell apart games and reality, and then violence in games can actually be helpful to relieve the inherent need for violence in humans without hurting anyone. I used robots just to bring attention to pacifism and because I found it a nice replacement for demons, plus it…

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