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Quake 3 Source Code Review

fabiensanglard.net

1–10 of 14 posts

Re: Quake 3 Source Code Review

#6
post #3

Feels like yesterday that we (or at least some of us) we're all in awe with the released 'Q3Test' published online in 1999.

Oh yeah. Flashback to the 90s: I got Q3Test with some magazine's cover CD and had barely-56k internet at the time so couldn't play FPSes at home until CS got popular, but that didn't matter - I was too busy wandering around the included level with my jaw on the desk.

Re: Quake 3 Source Code Review

#7
This is really very interesting stuff, and what a great site.

Are there any other resources out there that offer code reviews like this? Reviewing others code really is a great way to improve your own.

Re: Quake 3 Source Code Review

#8
This might be OT, but that guy sure has some weird ideas about how to build a website.

Why are the images lazy loaded? There are like ten small images per page. It also doesn't revert to img tags in the absence of Javascript.

At one point on the first page he needs to show something with a fixed-width font. This also requires Javascript, when obviously CSS should do.

Re: Quake 3 Source Code Review

#9

I'm not really adding anything of value to this discussion, but I've always loved reading his code reviews. I have an unshaken belief in the genius that is John Carmack.

I genuinely doubt Carmack is the only competent coder at id. Some of the really good ideas in here might be made up by others!

Re: Quake 3 Source Code Review

#10
post #8

This might be OT, but that guy sure has some weird ideas about how to build a website. Why are the images lazy loaded? There are like ten small images per page. It also doesn't revert to img tags in the absence of Javascript. At one point on the first page he needs to show something with a fixed-width font. This also requires Javascript, when obviously CSS should do.

Most people will visit the page, scroll down a screen or two and leave it since they're not game programmers.

So, just speculating, he's no stranger to bandwidth spikes so perhaps the approach employed significantly saves on bandwidth during these periods, ultimately whether it's a conscious attempt to save or just a webdev quirk I don't know.

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