Slashdot Mirror


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."

11 of 128 comments (clear)

  1. duke nuken by Anonymous Coward · · Score: 5, Funny

    duke nuken

    1. Re:duke nuken by Mister+Whirly · · Score: 5, Interesting

      Duke Nukem 3D was the first FPS to inject a healthy dose of humor into the game. That is what stands out in my mind over actual gameplay mechanics.

      --
      "But this one goes to 11!"
  2. Duke Nuken by digitalmonkey2k1 · · Score: 5, Funny

    Cone get sone!

    --
    My sausage tree didn't grow, does that make me a bad mommy?
  3. Re:Fuck, it's a 5 word title by stepdown · · Score: 5, Funny

    Don't be so hard on tinothy, he got 60% of the words right!

  4. Re:Fuck, it's a 5 word title by damn_registrars · · Score: 5, Funny

    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.
  5. Re:Duke Nukem Forever by Anonymous Coward · · Score: 5, Funny

    When it's done!

  6. The appeal of DN3D by RogueyWon · · Score: 5, Interesting

    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.

  7. Sequel by Nick · · Score: 5, Funny

    When I first created my account on /. I remember getting excited about the sequel that was going to be released soon.

    --
    Fuck Ajit Pai
  8. Re:Oh, you're going to get an F on that one for su by BasilBrush · · Score: 5, Insightful

    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.

  9. Re:Oh, you're going to get an F on that one for su by h4rr4r · · Score: 5, Informative

    Which is not what 99% of code does.
    I was speaking generally, and generally globals are a bad idea.

  10. Re:Oh, you're going to get an F on that one for su by MrSteveSD · · Score: 5, Funny

    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".