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@ -31,7 +31,7 @@ Some **[interesting](interesting.md) things** about Doom:
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Doom source code is written in [C89](c.md) and is about 36000 [lines of code](loc.md) long. The original system requirements stated roughly a 30 MHz [CPU](cpu.md) and 4 MB [RAM](ram.md) as a minimum. It had 27 levels (9 of which were shareware), 8 weapons and 10 enemy types. The engine wasn't really as flexible in a way "[modern](modern.md)" programmers expect, many things were hard coded, there was no [scripting](script.md) or whatever (see? you don't fucking need it), new games using the engine had to usually modify the engine internals.
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The code itself looks alright, files are nicely organized into groups by their prefix (`g_`: game, `r_`: rendering, `s`: sound etc.). The same goes for the function names. There seems to be tabs mixed with spaces though, sometimes a bit shitty formatting, but overall MUCH better than [duke 3D](duke3D)'s code (well, that doesn't say much though). [Comments](comment.md) are plentiful.
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The code itself looks alright, files are nicely organized into groups by their prefix (`g_`: game, `r_`: rendering, `s`: sound etc.). The same goes for the function names. There seems to be tabs mixed with spaces though, sometimes a bit shitty formatting, but overall MUCH better than [duke 3D](duke3d.md)'s code (well, that doesn't say much though). [Comments](comment.md) are plentiful.
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The game only used [fixed point](fixed_point.md), no [float](float.md)!
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