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Quake's lightning gun bug explained [video]

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41–50 of 218 posts

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

#41
post #32

Earlier quoted context omitted.

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.

Yes, it was a plug-in. The game was released simultaneously too early for WebAssembly, and too late for the masses who might have liked it

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

#42

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…

> Good chance it was John Carmack, probably one the top 10 programmers of all time. Where would you rank Linus Torvalds?

In the top 10 as well. In fact not too long ago I was asking someone to rate some piece of code and used 'from Linus / Carmack to (something shitty I don't remember)' as the metric.

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

#43

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…

> Good chance it was John Carmack, probably one the top 10 programmers of all time. Where would you rank Linus Torvalds?

[deleted]

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

#44

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.

[deleted]

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

#45
post #20
post #17

Earlier quoted context omitted.

Hello, video creator here. This is indeed the actual code, and it is written in QuakeC, a language created specifically for the game logic in Quake. The part I'm not sure about is why the creators wanted to add in extra side beams at all.

Oh, didn't know about QuakeC. Shame on me. So both the "normalize" and the improper swap are the part of the original source?

Yep, right here:

https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac...

:)

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

#46

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

I'm sorry, but I don't agree with you. Quake 2 was the BEST Quake

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

#48
post #17
post #10

I don't follow. This code is not C or C++, so it's not actually from Quake. So what's with "this is how this was coded" and "here are the bugs, but it's only my guess"? The code is avaialble, why guess at all?

Hello, video creator here. This is indeed the actual code, and it is written in QuakeC, a language created specifically for the game logic in Quake. The part I'm not sure about is why the creators wanted to add in extra side beams at all.

Btw, I love this type of video where you breakdown and explain code like this and I've subscribed. Looking forward to seeing more of your videos.

Especially with games, I think the video format lends itself well to demonstrating the effects of the code organically.

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

#49

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

LoC, the ultimate metric

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

#50

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.

Duke Nukem 3D was built on the 'build' engine, which was built by a super cool 18yo called Ken Silverman http://advsys.net/ken/ .

Back in the 90s John Carmack was asked "If you could just hire anybody from the 3D world, who would you hire?", and he named Ken http://advsys.net/ken/carmken.htm

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