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# Bitreich
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{ Researching this on-the-go, send me corrections, thanks. ~drummyfish }
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Bitreich is a small, obscure underground group/movement of programmers who greatly value [minimalism](minimalism.md)/[simplicity](simplicity.md), oppose the [evil](evil.md) and degeneration of [modern](modern.md) mainstream technology and aim for making the world a better place mainly through simpler [technology](tech.md). They seem to belong to the cluster of "minimalist programmer groups", i.e. they are similar to [suckless](suckless.md) (which in their manifesto they see as a failed project), [reactionary software](reactionary_software.md) and our very own [LRS](lrs.md), sharing many values such as [minimalism](minimalism.md), [Unix philosophy](unix_philosophy.md), preference and love of the [C](c.md) language, carrying on some of the [hacker culture](hacking.md) heritage, though of course they also have their own specifics that will make them different and even disagreeing with us and others on occasion, e.g. on [copyleft](copyleft.md) (unlike us, they seem to greatly prefer the [GPL](gpl.md)), terminology (yeah, they seems to prefer "[open source](open_source.md)") and probably also things like [privacy](privacy.md) (though the craze doesn't seem to go too far, many have listed their real names and addresses) etc.
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According to the gopherhole Bitreich started on 17.8.2016 -- one of the top members (maybe even the founder) seems to be 20h (Christoph Lohmann according to the user profile) who even gave an interview about the project to some radio/magazine/whatever. It seems they are based in Germany. As of 2023 they list 12 official member profiles (the number of lurker followers will of course be a much high number, there seem to be even bitreich subcommunities in other countries such as Italy). They are mostly present on [gopher](gopher.md) (gopher://bitreich.org), which they greatly promote, and [IRC](irc.md) (ircs://irc.bitreich.org:6697/#bitreich-en). There are also [Tor](tor.md) hidden services etc.; their website at bitreich.org seems to be purposefully broken in protest of the [web](web.md) horror.
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Some of their ideas and philosophy seems to be very based, e.g. preference of KISS/older protocols (gopher, ftp, IRC, ...), "users are programmers" (opposing division into users as consumers and developers as overlords), "bug reports are [patches](patch.md)", "programs can be [finished](finished.md)" etc.
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Bitreich is also about humor and [fun](fun.md) (sometimes so much so that it's not clear if something is a joke or serious stuff -- maybe because it's partly both). They invented *[analgram](analgram.md)*, an authentication method based on analprints (alternative to fingerprint authentication). They put a snapshot of their source code into an actual Arctic vault in Greenland, to be preserved for millennia. Often there appear parodies of whatever is currently hyping in the mainstream, e.g. [NFT](nft.md)s, "big data", [AI](ai.md), [blockchain](blockchain.md) etc. { There's also some stuff going on with [memes](meme.md) and cooking recipes but TBH I didn't get it. ~drummyfish }
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Some interesting projects they do:
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- **Bitreichcon**: annual conference, running since 2017. Their slides can be downloaded in plain text.
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- **Day Of The GrParazyd**: point and click adventure [game](game.md). { Didn't even take a look at this yet, sorry, no idea what it really is :D ~drummyfish }
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- **The Gopher Lawn**: directory/index of gopherspace, categorizing gopherhole links.
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- **The Gopher Times**: a very cool printable magazine (in both [pdf](pdf.md) and [plain text](txt.md)), `git clone git://bitreich.org/tgtimes`.
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- A number of smaller utilities/programs and parody stuff (see their gopherhole).
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- Keeping infrastructure to host stuff they see as valuable.
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- ...
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## See Also
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- [suckless](suckless.md)
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- [reactionary software](reactionary_software.md)
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- [less retarded software](lrs.md)
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- [KISS](kiss.md)
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# Duke Nukem 3D
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Duke Nukem 3D (often just *duke 3D*) is a legendary first person shooter video [game](game.md) released in January 1996 (as [shareware](shareware.md)), one of the best known such games and possibly the second greatest 90s FPS right after [Doom](doom.md). It was made by 3D realms, a company competing with Id software (creators of Doom), in engine made by [Ken Silverman](key_silverman.md). It is remembered not only for being very technologically advanced, further pushing advanced fully textured 3D graphics that Doom introduced, but also for its great gameplay and above all for its humor and excellent parody of the prototypical 80s overtestosteroned [alpha male](chad.md) hero, the protagonist Duke himself -- it showed a serious game didn't have to take itself too seriously and became loved exactly for things like weird alien enemies or correct portrayal of [women](woman.md) as mere sexual objects which nowadays makes [feminists](feminism.md) screech in furious rage of thousand suns. Only idiots criticised it. Of course, Duke is sadly [proprietary](proprietary.md), as most gaymes, though the source code was later released as [FOSS](foss.md) under [GPL](gpl.md) (excluding the game data and proprietary engine, which is only [source available](source_available.md)).
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TODO: FOSS engines, source ports
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## Code
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TODO: code stats
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Duke ran on **[Build](build.md) engine**, a legendary [software rendering](sw_rendering.md) [primitive 3D](pseudo_3d.md) engine that had limitations similar to those of [Doom](doom.md) engine, i.e. the camera could not truly rotate up or down (though it could fake this with kind of a "tilting") and things like rooms above other rooms in a level were allowed only in limited ways ([hacks](hacking.md) such as extra rendering passes or invisible teleports were used to allow this). The engine was similar to that of Doom, enemies and other objects were represented with 2D [sprites](sprite.md) and levels were based on the concept of sectors (a level was really made as a 2D map in which walls were assigned different heights and textures), however it had new features -- most notably [dynamic](dynamic.md) environment, meaning that levels could change on the fly without the need for [precomputation](precomputation.md), allowing e.g. destructible environments. How the fuck did they achieve this? Instead of [BSP](bsp.md) rendering (used by Doom) Build engine used **[portal rendering](portal_rendering.md)**: basically (put in a quite simplified way) there was just a set of sectors, some of which shared walls ("portals") -- rendering would first draw the sector the player stood in (from the inside of course) and whenever it encountered a portal wall (i.e. a wall that sees into another sector), it would simply [recursively](recursion.md) render that too in the same way -- turns out this was just fine. Other extra features of the engine included tilted floors and ceilings, fake looking up/down, 3rd person view etc. The Build engine was also used in many other games (most notably [Shadow Warrior](shadow_warrior.md) and [Blood](blood.md)) and later incorporated even more advanced stuff, such as [voxel](voxel.md) models, though these weren't yet present in Duke. Just like Doom, Build engine **only used [fixed point](fixed_point.md)**, no [float](float.md)! { Hmm, actually maybe there was a small exception, see the link below. ~drummyfish }
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{ Here are some details on the engine internals from a guy who specializes on this stuff: https://fabiensanglard.net/duke3d/build_engine_internals.php. ~drummyfish }
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## See Also
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- [Doom](doom.md)
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