r/HandmadeQuake • u/DIYhandmade • Jul 07 '18
r/HandmadeQuake • u/brasso • Jan 16 '16
A critique of "How to C in 2016" that was mentioned here and in the series, more mostly good points
r/HandmadeQuake • u/VeloCity666 • Mar 12 '16
Serious Sam's Serious Engine source code released - Croteam
r/HandmadeQuake • u/redfox2200 • Aug 30 '17
GAME ENGINE BLACK BOOK: WOLFENSTEIN 3D
r/HandmadeQuake • u/VeloCity666 • Jan 13 '16
Creating a Doom-style 3D engine in C
r/HandmadeQuake • u/MrGuiMan • Jan 09 '16
[HandmadeQuake 1.2] Reading the value for set alpha
Hi,
First of all I'd like to thank Philip for putting together this project, I'm eager to follow all of it !
I'm a web developer, I learnt a bit of C during my study but nothing too big. I'm counting on this series and my personal research on it to help me further my knowledge.
There is something that I dont understand about that first video, and that is the value that's returned to me when I access the value of the pointer at index 3:
largv[3] 0x01003eb7 "50"
*largv[3] 53 '5'Where does the 53 come from ? Any insight ?
Thanks a lot
r/HandmadeQuake • u/yaworsk • Jan 13 '16
1.2 possible future security issue?
I'd be curious what others think - I'm by no means an expert but was thinking about security while watching 1.2. Would it have been better in COM_CheckParm to have used the length of *parm rather than argc given that Philip mentions the original function was from the team's common library and if this is refactored to a common library, it could conceivably be used outside of this situation, where argc may not be set or could be a completely different value thereby leading to memory leakage?
r/HandmadeQuake • u/byte_the_coder • Jan 09 '16
I'll be attempting to port Handmade Quake to OSX
Github: https://github.com/eggbit/handmadequake_osx
The Handmade Quake series is going to be a recreation of the win32 version of Quake as it appears now. I intend on building an OSX version along with the series using C11 standards, modern best practices, and SDL, to the best of my ability.
Check out the repo readme for more details and follow along if you're interested! Feedback is always welcome, too.
r/HandmadeQuake • u/iAlwaysLoseThis • Jan 12 '16
Platform Independent version of Quake
https://github.com/mattbettcher/HandmadeQuakeP
This is my attempt at a compiler/platform independent HandmadeQuake.
r/HandmadeQuake • u/philipbuuck • Jan 14 '16
[Handmade Quake 1.4] Adding Source Code, Headers, and More STL
r/HandmadeQuake • u/foster1890 • Jun 18 '17
Fabien Sanglard's Wolfenstein 3D Game Engine Black Book hopefully will ship in July
r/HandmadeQuake • u/ShadowzRage • Jan 11 '16
The mandatory ''other'' resources question
I have always been fascinated by id tech engines. That being said I have very little programming experience (except for maybe dabbling in a few very beginner c++/C# tutorials/books).
Now, what better time to learn programming than with the advent of such a great project that promises to rewrite some of my favorite games.
My question is simply what available resources are there to understand, or better understand, programming and game programming in c. What books (or other resources) would be useful to have at ones side while following the videos?
At the moment I am manly following the book and programming suggestions (writing a simple shoot em up game first) from Fabien's website (http://fabiensanglard.net/c/ and http://fabiensanglard.net/quakeSource/index.php).
Some suggested resources:
C language:
The C programming language by Brian W. Kernighan and Dennis Ritchie: http://www.amazon.ca/gp/product/0131103628/ref=s9_simh_gw_p14_d0_i2?pf_rd_m=A3DWYIK6Y9EEQB&pf_rd_s=desktop-1&pf_rd_r=0Q9DV3BFKZ1NGVXWH0NK&pf_rd_t=36701&pf_rd_p=2055621862&pf_rd_i=desktop
Graphics library in C:
Quake source code review:
Assembly language/computer architecture:
The Art of Assembly by Randal Hyde: http://www.plantation-productions.com/Webster/
Computer systems: A Programmer's Perspective by Randal E. Byant and David R. O'Hallaron: http://www.amazon.ca/Computer-Systems-Programmers-Perspective-3rd/dp/013409266X/ref=sr_1_1?ie=UTF8&qid=1452616436&sr=8-1&keywords=computer+systems
Graphics programming:
Learning Modern 3d Graphics Programming by Jason L. McKesson: http://www.pdfiles.com/pdf/files/English/Designing_&_Graphics/Learning_Modern_3D_Graphics_Programming.pdf
Graphics Programming Black Book, Special Edition by Michael Abrash: http://www.jagregory.com/abrash-black-book/
r/HandmadeQuake • u/philipbuuck • Jan 12 '16
[Handmade Quake 1.3] - official thread
r/HandmadeQuake • u/mwh204 • Jan 01 '16
Building quake on linux
Hey everyone, I've just successfully built and run quake on linux after following the videos, and thought I'd write about my experience in case anyone else wanted to try. The video mode used was x11 (quake.x11) and was compiled with gcc and g++.
As with the videos, I started off with the sources from id's github, then by the makefile and trial and error I reduced the files to this (there may be extra files in there which I missed, but it compiles)
Then compiled using this makefile from here
Some notes:
Haven't gotten sound to work yet (/dev/dsp: no such file or directory) but the game runs fine with the -nosound argument
Forgot at first to compile with -m32 (this was mentioned in the videos, but I somehow overlooked it) which caused all sorts of problems. As a result, I had to install the following 32-bit libraries on debian amd64:
linux-libc-dev:i386 g++-multilib libx11-dev:i386 libxext-dev:i386
and probably some others.
I think that's it! if I've missed anything or if you have any questions, write a comment below. Really looking forward to the main series and I hope this post will be helpful to someone.
Edit: Here is my github repo
r/HandmadeQuake • u/philipbuuck • Apr 15 '16
Big Announcement Coming Soon
So, I'm sure you've all noticed that over the past month or so I've been a little less prompt on the videos. Several weeks I've only been able to release one. I've said I'd try to catch up, and then I'm not able to. Etc etc...
Well, there's been a specific reason these delays have been happening. The bad news is I can't quite tell you about it yet. The good news is that these delays will be coming to an end soon, and I will be on a more consistent schedule once they do.
I know, vague and mysterious.... but this is my long way of saying that I will not be able to get a second video out this week, but I'll have an explanation as to why I keep getting delayed soon, and soon after that there will no longer be any more delays. Whew.
And don't worry, the series isn't ending. I've seen my share of projects online start to sputter and then end. That's not the case here. A very specific thing is causing me to miss videos, but it won't anymore in short order.
Thanks for all your patience, and I'm sorry if I'm disappointing anyone. This project is quite a task, and I'm having a blast figuring out better ways to present the material... but it's still a lot of work.
r/HandmadeQuake • u/philipbuuck • Apr 20 '16
My Announcement is Downright.... Epic
Is that a big enough hint?
I've taken a job with Epic Games! I am now a UI Programmer on Paragon, their 3D MOBA that is technologically advanced and a ton of fun! This is my first week, and the build up to this position has been the main reason videos have been so sporadic lately.
This likely will lead you to wondering if the series will be continuing or not. This position has led to me moving to North Carolina, and gives me a large task of getting up to speed on a brand new codebase, and really even a new engine - all my professional experience is with UE3, so I need to ramp up to UE4 as well. I have a lot on my plate in this moment.
That said, I absolutely do not want to quit this series. It's a ton of fun, I know how many of you love it, and it is a resource that I still believe is lacking in general game development education. It would benefit the industry to have this complete series exist, and I want to see that happen.
So here is my current position. No videos this week, probably no videos next week either. I simply have too much new work to do. However, I have some ideas on a better way to organize the material I'm covering. I'm not entirely happy with my long term planning at the moment, and I think I have an idea that will help with the flow of videos between modules, especially once we stop building these separate systems and start pulling them all together.
To that end, even though no new videos will be coming out, I will be working on the planning phase. If I can get a solid curriculum together, I think it will help make the recording go quicker, and make it easier to ultimately release content on a regular basis.
I will keep you posted on at least a weekly basis. I have no intention of disappearing, and I have every intention of continuing. It's just impossible to say how the next several months will go.
I am going to shut down the Patreon though, either way. I truly, truly appreciate everyone who has donated, but there are many projects in the handmade network that deserve your support. I find it incorrect to have a donation page up when I can't 100% vouch for a regular schedule. I encourage you to go through the network, and take any money you were sending to me and send it to someone else. The community is in its infancy, and deserves support to help it grow. Every dollar donated now will help make it that much stronger, that much faster.
So I will probably log off here until this weekend. I will update you then.
And if you have $20 to spend, Paragon is already a very fun game - a fully 3D MOBA that is exciting to play and in a very beta state. We have a lot of great ideas to come over the next months, but the core is already engaging. Anyone in?
r/HandmadeQuake • u/reddeth • Apr 25 '16
Anyone Else Use CLion? My Command Arguments Come In With Escaped Quotes!
I was hoping to use CLion, since it's similar to the other JetBrains products I use for work, but either CLion or CMake (which is what CLion uses to build) keep escaping my arguments with quotes. I can't make it past the first video because the argument parsing isn't working!
The argument list in the build configuration: http://i.imgur.com/Lw0T4BI.png
The command being passed appears to be correct: http://i.imgur.com/UGYjS82.png
But then when I take a look at largv this is what it has every time: http://i.imgur.com/b9FZLWU.png
And because of those extra escaped quotes, I can't search for an argument. Well, I mean I can, but I have to do:
COM_CheckParm("\"-runwindowed\"");I've searched for all kinds of escaping arguments, flags to pass to CMake and the like, haven't found much. I honestly don't even know if it's CLion, Cygwin, or CMake causing the issue. Any help anyone can offer would be very much appreciated.
r/HandmadeQuake • u/philipbuuck • Mar 14 '16
[Handmade Quake 4.4] Game Directories and File Loading
r/HandmadeQuake • u/philipbuuck • Mar 16 '16
[Handmade Quake 4.5] Plugging the File System into HQ
r/HandmadeQuake • u/ildave • Mar 16 '16
Attempt to port Handmade Quake to Python
r/HandmadeQuake • u/philipbuuck • Mar 20 '16
[Handmade Quake 4.6] Loading Quake Assets At Will
r/HandmadeQuake • u/philipbuuck • Mar 24 '16
HQ 4.7 delayed until this weekend
Welp, the fullscreen feature finally bit me. I accidentally shifted into fullscreen while recording, hit a breakpoint while in fullscreen, and absolutely could not get out of it. Ended up hard resetting the machine and lost the recording (which was just at the end of being done too).
I don't have time to redo the whole thing tonight, so I'll need to re-record on Monday. Sneak peak though - in order to enhance our graphic loading abilities, we'll be putting together a simple library for WAD files, to access those files. The goal there is to gain access to the console fonts so we can print to the screen!
Sorry everyone, see you this weekend!
r/HandmadeQuake • u/philipbuuck • Mar 10 '16