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Miloslav Ciz 2024-08-27 22:53:54 +02:00
parent 3816e78230
commit 1ed9079ad4
50 changed files with 1892 additions and 1863 deletions

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@ -31,7 +31,7 @@ Some **[interesting](interesting.md) things** about Doom:
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.
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.
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.
The game only used [fixed point](fixed_point.md), no [float](float.md)!