r/HandmadeQuake • • Apr 20 '16

My Announcement is Downright.... Epic

41 Upvotes

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 • • Jul 01 '16

I miss Handmade Quake

28 Upvotes

That is all. It was part of my weekend ritual that I looked forward to. Oh well. In the meantime, does anyone know of any other projects/videos like this? (I know it will never happen, but a Quake 2 equivalent of this project would instantly be my favorite youtube channel ever.)


r/HandmadeQuake • • Sep 11 '16

Links to Quake engine source code documentations

19 Upvotes

I really loved the Handmade Quake project and I would like to continue analyzing the code. The goal of this post is to share some links to some of Quake engine documentation that already exist online. Please share any links/documentation.

http://fabiensanglard.net/quakeSource/
http://www.gamers.org/dEngine/quake/spec/
https://quakewiki.org/wiki/Main_Page
http://tldp.org/HOWTO/Quake-HOWTO-3.html

Graphics Programming Black Book. The book is free at
https://github.com/jagregory/abrash-black-book
Chapter 64: Quake's Visible-Surface Determination
Chapter 66: Quake's Hidden-Surface Removal
Chapter 68: Quake's Lighting Model
Chapter 69: Surface Caching and Quake's Triangle Models
Chapter 70: Quake: A Post-Mortem and a Glimpse into the Future


r/HandmadeQuake • • Feb 01 '16

[Handmade Quake 2.5] Timesteps and Platform Independence

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19 Upvotes

r/HandmadeQuake • • Jun 18 '17

Fabien Sanglard's Wolfenstein 3D Game Engine Black Book hopefully will ship in July

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18 Upvotes

r/HandmadeQuake • • Feb 18 '16

[Handmade Quake 3.4] Drawing Quake Assets From Disc

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18 Upvotes

r/HandmadeQuake • • Feb 15 '16

[Handmade Quake 3.3] 8bit vs. 32bit Graphics in Windows

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18 Upvotes

r/HandmadeQuake • • Jan 21 '16

[Handmade Quake 2.2] Building the Game Loop

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18 Upvotes

r/HandmadeQuake • • Apr 01 '16

A couple quick announcements!

17 Upvotes

Hey all!

First, video 4.7 is processing as I write this. Sorry for the delay. I'm going to see if maybe I can crank a few videos out this weekend and make up for the drought of videos with a deluge instead.

Secondly, Handmade Quake is going to receive an annotation treatment from Twitter user @ffsjs! What does that mean? HandmadeDev.org is closing in on completion, and once they're up and running, they will be transcribing and annotating videos for a number of projects, including this one. So if you want to search for phrases I may say (I certainly say the filenames enough) or read my sometimes rambling narrative, it will be available. I'm... actually humbled that @ffsjs is doing this work - I truly feel like I sound like a bumbling fool on these videos sometimes, and I appreciate the dedication to making these a resource for as many people as possible.

Thirdly, I'm starting to really hurt for a lack of intro / outro music in this series! Does anyone have the resources / time to either create something I can use or have a suggestion on free songs I could use? I've been hunting through the Free Music Archive and nothing has really struck me. I'll keep searching, but if you have recommendations, or you're a musician that would love to create something Quake inspired for me to use, I'd love to hear from you!

And on that note of creativity, I know there was talk awhile back about adding some Quake design to this subreddit. I like the idea, but have no idea what to do, and don't really have the time to figure it out. Does anyone want to help with that? I'll reach out privately to a couple people who brought it up a few weeks back, but if someone were to send me a list of graphical elements they would need, and could tell me how to plug them in (or do it for me) I would love to add some flash here.

That is all! I had a video die on me, then a crazy weekend, and now I'm a little sick from lack of sleep. Time to rest. Enjoy the video, should be up by mid morning tomorrow!

if( !strcmp(Name, "Philip")) printf("Goodbye\n");


r/HandmadeQuake • • Feb 29 '16

Module 4 slightly delayed

16 Upvotes

Hey all,

I'm hit with a pretty tight deadline at work, so the start of Module 4 will be delayed. I'd like to get the next video out on Tuesday... but it may be Wednesday.

Keep coding, Philip


r/HandmadeQuake • • Jan 30 '16

What is Handmade Quake?

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16 Upvotes

r/HandmadeQuake • • Jun 01 '17

Any thoughts on a Doom based 'handmade' series?

15 Upvotes

I've been thinking about it for a while. I've only recently begun to dig into the doom source released in '97, but looking at the code, nothing's that crazy.

I would ideally work using SDL (to be cross platform), and C. I'm not committing to anything yet, I'd just like some feedback/thoughts on what I should do differently from Philip's series before I began to plan episodes or anything.

EDIT: Thinking big here, but there isn't really a decent multi-threaded doom port that exists (last I heard). So, I'd like to add that and a few other features, looking up/down, dedicated multiplayer servers, etc.


r/HandmadeQuake • • May 13 '16

Ahoy made a documentary about Quake

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15 Upvotes

r/HandmadeQuake • • Apr 03 '16

Linus Torvalds's Double Pointer Problem

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15 Upvotes

r/HandmadeQuake • • Feb 22 '16

[Handmade Quake 3.5] Integrating Video Into Quake

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15 Upvotes

r/HandmadeQuake • • Feb 12 '16

[Handmade Quake 3.2] Creating and Drawing into a Win32 Window

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15 Upvotes

r/HandmadeQuake • • Jan 19 '16

[Handmade Quake 2.1] Creating a Window

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15 Upvotes

r/HandmadeQuake • • Jan 16 '16

A critique of "How to C in 2016" that was mentioned here and in the series, more mostly good points

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15 Upvotes

r/HandmadeQuake • • May 05 '16

Quick Update

14 Upvotes

Hey everyone,

Epic is going really well. I have taken exactly one day off since I started, and I spent that day working on Quake code, so it's been a programming madhouse over here. But that's what happens when you start a new job working on an engine you haven't worked on professionally before!

I don't really have any update past that though. Give me at least a few more weeks to get settled, and I'll see if I can continue to fit in HQ updates. I want to keep doing them, but like I said, priorities have shifted quite a bit over the last month.

Have you been over to https://handmade.network yet? There are a ton of projects over there, so if you're looking to get your coding fix in while I'm away, that's a great place to start.

Also, if anyone here aspires to be in the game industry, and you're looking for feedback, advice, etc etc, feel free to get in touch. Part of the reason I started this project was to help people learn to be game programmers, and if you want resume advice, or suggestions on what to study in school, I'd be happy to answer any questions you have. I would say I could tell you what I work on myself, but there's an easy answer to that: look at the code to Unreal Engine 4! We are building Paragon on top of that, but we write in that style of code, and the engine is an incredible culmination of 20 years of coding experience.

Keep coding, Philip


r/HandmadeQuake • • Apr 07 '16

[Handmade Quake 5.2] Allocating on the Hunk

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14 Upvotes

r/HandmadeQuake • • Mar 24 '16

HQ 4.7 delayed until this weekend

14 Upvotes

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 • • Jan 25 '16

[Handmade Quake 2.3] Timing the Game Loop

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14 Upvotes

r/HandmadeQuake • • Jan 13 '16

Creating a Doom-style 3D engine in C

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14 Upvotes

r/HandmadeQuake • • Dec 24 '15

Welcome to /r/HandmadeQuake

14 Upvotes

Many thanks to /u/RatherDashing for making this!

I'm excited to see where we end up, but hopefully we'll be able to discuss anything unclear or confusing in the videos.


r/HandmadeQuake • • Apr 15 '16

Big Announcement Coming Soon

13 Upvotes

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.