Duke Nukem 3D Code Review
alancronin writes "Similar to Fabien Sanglard's previous code reviews of other games such as the Quake and Doom line of games comes a review of the code base of Duke Nukem 3D (split out over 4 pages). This will be a very good read for anyone interested in understanding the mechanics of a highly addictive game or anyone that wants to learn more about game design."
duke nuken
Cone get sone!
My sausage tree didn't grow, does that make me a bad mommy?
Don't be so hard on tinothy, he got 60% of the words right!
Find a job more suited to your lack of ability already (though I admit it's going to be hard to find a job that requires less).
Timothy has been with slashdot for so long that he is no longer qualified to do anything else.
Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
When it's done!
DN3D came out when I was in my late teens, about 18 months before I went off to university and got a net connection good enough for online gaming. At the time, it was DN3D, rather than Quake, that was the LAN multiplayer game of choice for my friends and I.
Partly that was because of the actual gameplay. While Quake was a better twitch-shooter, DN3D had a real, nasty, sneaky dimension to its multiplayer. You could use the pipebombs and holoduke in particular to make traps for opponents that were just like something out of Spy vs Spy. Much more potential for hilarity than a simple rocket to the face.
But it was also the ease of level creation. Once we were bored of the levels that came with the game, it was trivially easy to fire up the bundled level editor and make new maps. We'd been doing that before with Doom and, if anything, despite having "2.5d" levels (as opposed to Doom's straightforward "2d" levels), DN3D level creation was even easier due to the quality of the tool. By contrast, creating "3d" Quake levels was massively more difficult and time consuming.
Once I went to University, of course, it became much easier to download new maps from the internet and the superior network infrastructure underpinning Quakeworld, Quake 2 and eventually Half-Life multiplayer moved my gaming in that direction instead.
When I first created my account on /. I remember getting excited about the sequel that was going to be released soon.
Fuck Ajit Pai
The engine was written by an 18 year old. You've got to forgive the lack of college CS education and work experience, and marvel at the talent to actually make the best featured and performing 3D game engine of it's day.
Which is not what 99% of code does.
I was speaking generally, and generally globals are a bad idea.
At my old job I was once writing a while loop and decided to use "i" as the name of a counter variable I was incrementing. After a while I noticed that I had not declared the i and was perplexed as to why there was no compile error. Then to my horror I discovered that someone was using a global variable named "i".