Doom 3 Source Code: Beautiful
jones_supa writes "Shawn McGrath, the creator of the PS3 psychedelic puzzle-racing game Dyad, takes another look at Doom 3 source code. Instead of the technical reviews of Fabien Sanglard, Shawn zooms in with emphasis purely on coding style. He gives his insights in lexical analysis, const and rigid parameters, amount of comments, spacing, templates and method names. There is also some thoughts about coming to C++ with C background and without it. Even John Carmack himself popped in to give a comment."
In some ways, I still think the Quake 3 code is cleaner, as a final evolution of my C style, rather than the first iteration of my C++ style, but it may be more of a factor of the smaller total line count, or the fact that I haven’t really looked at it in a decade. I do think "good C++" is better than "good C" from a readability standpoint, all other things being equal.
I sort of meandered into C++ with Doom 3 – I was an experienced C programmer with OOP background from NeXT’s Objective-C, so I just started writing C++ without any proper study of usage and idiom. In retrospect, I very much wish I had read Effective C++ and some other material. A couple of the other programmers had prior C++ experience, but they mostly followed the stylistic choices I set.
I mistrusted templates for many years, and still use them with restraint, but I eventually decided I liked strong typing more than I disliked weird code in headers. The debate on STL is still ongoing here at Id, and gets a little spirited. Back when Doom 3 was started, using STL was almost certainly not a good call, but reasonable arguments can be made for it today, even in games.
I am a full const nazi nowadays, and I chide any programmer that doesn’t const every variable and parameter that can be.
The major evolution that is still going on for me is towards a more functional programming style, which involves unlearning a lot of old habits, and backing away from some OOP directions.
One might suggest that every good programmer, if they spend enough time improving, eventually moves toward a more functional programming style.
"First they came for the slanderers and i said nothing."
the concept of the bracket placement there is to emphasise indentation over bracketing. Once you "get" the view of it, it becomes a nice thing to look at, similar to python code.
I don't use it nowadays (too many coding standards that are written for the bracketing-style) but I appreciated it when I did. There's nothing wrong with the style, so I hope that you pass any code you review written in this style and focus on the important parts like readability of the code, good naming, commenting and the like rather than subjective opinions.
Often as in you've measured it, or often as in "I'm making shit up"?
A good compiler will never implement a case statement as a load of if-else's, unless the case values are sparse, or you're not optimizing.
Meanwhile, transforming a set of if-else statements into a lookup table is seldom possible unless the if-elses all compare the same integer variable to a constant. In that case, it can in theory, but almost certainly won't in practice.
Other things being equal, a switch statement with contiguous constant cases will almost always compile to faster code than the equivalent set of if-elses. And it will be far faster. Every if/else induces a branch, and mis-prediction will be severe on most of those branches, causing 10-20+ cycles of stall on modern processors. The jump table mispredicts almost always, but only once. If one arm is taken 99% of the time you can speed things up by using an if/else and then a switch, but that's a rare case.
I appreciate the fact you're responding to the idiocy of the above post, but your points are as wrong as his.