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Programming a first person shooter from scratch like it's 1995 

jdh
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26 сен 2024

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Комментарии : 1,3 тыс.   
@btarg1
@btarg1 Год назад
I find it very interesting when developers challenge themselves by not using existing engines, frameworks etc, this looks super difficult so props to you!
@retardsgaminggroup
@retardsgaminggroup Год назад
The only game I can think of that uses its own engine is HROT which uses its own pascal engine
@qwke
@qwke Год назад
SDL.
@Drillgon
@Drillgon Год назад
@@monad_tcp Doing a basic TLS implementation actually isn't that bad, mostly just a lot of learning about cryptography and reading RFCs and stuff (and I imagine you're no stranger to that). I'm doing a similar "full stack" project right now. I'm more or less done with TLS 1.3, but I still need to do an ethernet driver and TCP.
@lanchanoinguyen2914
@lanchanoinguyen2914 Год назад
I'm developing my own game engine in my channel.
@theairaccumulator7144
@theairaccumulator7144 Год назад
@@monad_tcp I wouldn't write anything like that myself to be honest, waaay too big of an opportunity for critical vulnerabilities when you're making something that is touching the internet at the lowest level.
@darkriff777
@darkriff777 Год назад
The biggest jaw dropper in 1990's programming is the use of mathematical tables in memory and other tricks to cheat calculate results rather than relying on C or C++ math libs to do calculations in order to optimize for speed. Also, they were limited to using very little memory. Lastly, the display functions were mostly written in assembly to also optimize for speed, and that was a bitch to do. People like Ken Silverman and John Carmack were absolute beasts with their respective engines.
@eustab.anas-mann9510
@eustab.anas-mann9510 6 месяцев назад
Rollercoaster Tycoon was written entirely in Assembly.
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
And the most jaw dropping thing for me is that people don’t know that you can rotate a vector using a matrix. And that quake used Taylor series to re-normalize said vector. And that you don’t have to waste memory or cache on this even on a 386 without 387.
@isaacyukon5869
@isaacyukon5869 3 месяца назад
But can people still write code like alllllll this (including the replies) without an IDE that highlights, suggests, auto-fills, and catches syntax errors like it really is 1995 like the title says.............. No, I don't think they can.
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
@@isaacyukon5869 at work we have a crappy system without IDE. Eclipse should work, but I could not get the matching versions of eclipse and plug-in and windows..
@timerunner16
@timerunner16 2 месяца назад
@@isaacyukon5869 I mean, yeah, people can. They just don't in a majority of cases, because it doesn't make sense to. Self imposed limitations as challenges, like this one here to write an engine that uses similar techniques to those used in 1995 due to technical limitations, are done for fun; whereas most people wouldn't consider being forced to look through a textbook or re-read through large portions of their codebase instead of having the IDE autofill 'fun'.
@loleq2137
@loleq2137 Год назад
What a mind-boggling project. This man is a powerful programmer. I aspire to someday come close to his level of speaking with computers.
@gilfhunter42069
@gilfhunter42069 Год назад
You have to consider that he definitely did his fair bit of research on how to do it. Back then, these 2.5D/3D games were groundbreaking for a reason. The maker of this video didn't invent the algorithm, he is just building what other people did before him and that information is widely obtainable through the internet. Not to play down what he did, it's still amazing work, but that doesn't mean he is a god programmer.
@shubhamwr
@shubhamwr Год назад
For me, there is comment of guy just below your comment who states that some part of this video looks familiar to him because it was something he already did. Thankfully name of that guy is mentioned in description and he was thankful for that.
@Corleone007
@Corleone007 Год назад
Yep 3D software /games .. the most advanced programming :)
@landonh123
@landonh123 Год назад
I see this project as less of a display of a programming prowess and more of a display of math prowess.
@anon-fz2bo
@anon-fz2bo Год назад
Yeah same
@That_0ne_Dev
@That_0ne_Dev Год назад
This man is a coding monster
@jimsmith3715
@jimsmith3715 Год назад
legit
@chithiradiasseneviratne3562
@@Danuxsy Huh "dOiNg SoMeThInG UseFuL lIkE Ai RESeAcrch", AI research is super different then doing stuff with low-level system languages (like coding in C and C++) and bare bones hardware (Making my own GPU ect)
@Squeph
@Squeph Год назад
@@Danuxsy Because people have their own interests and aren't purely motivated by what you deem to be the best use of time.
@rx7cpp
@rx7cpp Год назад
@@Danuxsy who tf said that we should all be focusing on birthing AI? the knowledge he has has nothing to do with AI, the guy is coding his own engine from scratch. but of course, it's clear that you don't have much experience in the area
@LineOfThy
@LineOfThy Год назад
@@Danuxsy because not everything has to impact the world to justify its existence
@Edward135i
@Edward135i Год назад
"Programming a first person shooter from scratch like it's 1995" in 1995 Rare was creating Goldeneye for the N64 on SGI workstations, not a kind of 3d doom clone, that is insane to think about how quickly computer technology was moving at the time.
@TravisPastramee
@TravisPastramee 11 месяцев назад
They were using SGI workstations, but the programming of the game engine was still mostly done in C and a bit in MIPS for optimization. SGI workstations came with their own C compilers on them, and the GCC was also installable.
@Bisqwit
@Bisqwit Год назад
Thanks for the mention (in the video description!) Some of this looks quite familiar. Especially the part from 7:28 to 8:06.
@jdh
@jdh Год назад
hey! I've been a fan of yours I think since before that video was originally uploaded :) your code was a fantastic reference and obviously the tutorial visuals stuck in my head. IIRC my approach differs in that I ended up projecting walls according to a conversion of their angle relative to the camera (basically -HFOV/2..+HFOV/2 mapped onto 0..SCREEN_WIDTH) whereas I don't think I ever fully understood the method your code uses - it was a good reference in the start but I think the only way I could fully understand things was working out the math myself!
@Davi_Dash
@Davi_Dash Год назад
When two masters colide.
@undefBehav
@undefBehav Год назад
​@@jdh IIRC, Biqswit uses the regular old z-divide to achieve 3-D perspective. Your approach and his work effectively the same way and are based on the same principle, the triangle congruency. Doom uses a similar technique to yours, to "project" the view-space angles of the wall endpoints to screen-space x-coordinates--albeit with the help of a pre-calculated lookup table for trig functions. Anyways, great content! Loving the aesthetics of your gfx engine.
@btarg1
@btarg1 Год назад
A huge flex would be making this able to build for 486 platforms like the original DOOM, so you could play on period-accurate hardware!
@jdh
@jdh Год назад
that's part of the plan! I had originally even used fixed point Q16.16 math for the project just so that it could run on things without an FPU, but it got too tiresome when it started expanding. when the final game is done though I do want to backport (if you can even call it a "backport") it to MS-DOS!
@plasma5545
@plasma5545 Год назад
i initially thought he was gonna make it on dos with 486 hardware 😢
@raul12300
@raul12300 Год назад
@@jdh I call that a demake
@infotration2225
@infotration2225 Год назад
@@jdh where's full game i want to play it
@majorramsey3k
@majorramsey3k Год назад
Doom actually ran on a 386
@BLAZE_GLITCH
@BLAZE_GLITCH Год назад
It's really quite interesting to see you come up with all these fun challenges Especially when nowadays literally every game dev chooses to use a game engine, making a game from scratch is a topic that no one really talks about
@bluesillybeard
@bluesillybeard Год назад
You might be surprised by the abundance of games that roll their own engine. It's still a pretty common practice for a developer to make their own engine from scratch, especially when they have particular requirements like performance or rendering techniques. That being said, most custom engines are just your basic old 3D or 2D renderer, what jdh makes is on a whole level of its own.
@BLAZE_GLITCH
@BLAZE_GLITCH Год назад
@@bluesillybeard I am aware that many games are made with a custom engine It's just that people don't talk about them a lot and there's not many devlogs about them Then there's jdh of course...
@Kabodanki
@Kabodanki Год назад
@@BLAZE_GLITCH there's thinmatrix as well. Major game devs won't show off the internal working of their engine, that's trade secrets, tech demo are also rare.
@thezipcreator
@thezipcreator Год назад
@@Kabodanki doesn't thinmatrix just use unity tho?
@The_Codemaster144k
@The_Codemaster144k Год назад
​@@thezipcreator no. He either uses his own game framework or lwjgl
@Rabbit-o-witz
@Rabbit-o-witz Год назад
I started to learn programming 3 months ago. I cannot imagine myself writing a single line of whatever black magic fuckery you did in this video. Seriously, to me, people that can come up with stuff like these are geniuses
@tealtrim9747
@tealtrim9747 Год назад
I'm 2 years into a comp sci degree and honestly same. His code looks like math equations instead of programming to me. Love watching him do this amazing stuff though.
@isuckatthisgame
@isuckatthisgame Год назад
Now think of what kind of geniuses were those programmers in the 90s who were first making 3D games and writing frameworks for it.
@Corleone007
@Corleone007 Год назад
making 3D games or 3D software is the most difficult thing to code. It's the highest level of programming. Also at some point you start using OpenGL or DirectX functions.
@inlandish
@inlandish Год назад
​​@@tealtrim9747 Once you get into 3D programming and low level, everything is just math equations... Some of the videos I have made on 3D stuff just needs hours of explanation. If you want I can hook you up with an explanation I made of basic raytracing.
@tealtrim9747
@tealtrim9747 Год назад
@@inlandish I am not very good at math, I should probably just stay away from the more mathy areas of programming. I appreciate your offer though, I just don't want to waste your time because I'd be too dumb to understand or properly utilize what you teach me.
@jamesonahill
@jamesonahill Год назад
As soon as you got the lighting and pallettization in I instantly grew jealous that I will likely never make something that nails this aesthetic so well in my lifetime
@timallanwheeler
@timallanwheeler Год назад
I think he’s got sample code and other support material. He mentions it at the end of the video. Your dream is within reach!
@ScienceDiscoverer
@ScienceDiscoverer Месяц назад
@@timallanwheeler The dream is to create if youself from scratch, not copy paste from some lucker on youtube that got popular due to algorithm.
@matthewlevenstein
@matthewlevenstein Год назад
Incredible work. Here’s a tip you didn’t ask for. To get that smooth stepping texture mapping look, you’ll have to subtexel correct each vertical scanline. Just passing this along because it took me a while to get right
@Stingpie
@Stingpie Год назад
What a coincidence! Just a couple weeks ago, I started on my own doom-style engine using Bisqwit as a reference. For my engine though, I went entirely with vector based graphics. I also, in accordance to 90's standards, only used Borland graphics interface. I definitely have not made as much progress as you, but I think we're trying to reach different goals. Regardless, great job!
@nickyp1435
@nickyp1435 4 месяца назад
You’re a couple weeks in, watching a video on a complete project and comparing your progression? different paths
@Stingpie
@Stingpie 4 месяца назад
@@nickyp1435 ok, buddy.
@dewaard3301
@dewaard3301 Год назад
See, this is why I love being able to code. You don't need anything except a creative mind, an internet connection, and a laptop to build entire worlds.
@tonig2757
@tonig2757 Год назад
You kinda need one more thing though: Time.
@bukeschmenzell
@bukeschmenzell Год назад
@@tonig2757and lots and lots of patience
@Todomo
@Todomo 10 месяцев назад
you don’t even necessarily need internet if you do everything locally
@dewaard3301
@dewaard3301 10 месяцев назад
@@Todomo I'm a software dev, which means that at least half my time is figuring out how I should do the things I want to do on the internet.
@alien3200
@alien3200 8 месяцев назад
Internet is the only thing I don't have 😂😂
@jeremym5331
@jeremym5331 Год назад
this is absolutely mind blowing i hope to be half the dev you are one day man
@jakehuang3545
@jakehuang3545 Год назад
waking up to a new jdh video slaps harder than will smith 😁
@silbdanny440
@silbdanny440 Год назад
Thats true
@Ziedmac
@Ziedmac Год назад
It feels like that happened 3000 years ago but it really didnt
@kattihatt
@kattihatt Год назад
Too soon.
@MP-tz2yn
@MP-tz2yn Год назад
Stfu dead meme
@SqualidsargeStudios
@SqualidsargeStudios Год назад
Smith was still in the right, that guy that made the joke is just a bland asshole
@DwipMakwana
@DwipMakwana 22 дня назад
The fact that you made this from scratch using almost no help from the libraries, BRAVO MAN!! I hope I can be of this level one day =)
@ContraHacker1337
@ContraHacker1337 Год назад
1:47 I never gave much thought to software rendering, but that caught me off-guard! A buffer of pixels is all it boils down to. Incredible!
@devitosolucoes7534
@devitosolucoes7534 Год назад
You are a monster, man, really.. I was looking for that kind of content for a long time.. a real programmer working on a doom coding the old fashion way... Of course I learned something like 1% of what you said but I really like those kind of videos where people show the fundamentals. Thank you
@arial_01
@arial_01 Год назад
More jdh! Honestly, I am sad to see the robot botanist go, but its nice that you can move on to some other projects, and continue to learn! Any chance we could have the Alpha of the robot game to play around with?
@Grimm-hb7ek
@Grimm-hb7ek Год назад
The length of this video was criminally short I need more jdh😂🧟‍♂️
@MotionlessBottle
@MotionlessBottle Год назад
agreed
@Lim95
@Lim95 Год назад
babe wake up new jdh upload
@DoomGappy1994
@DoomGappy1994 Год назад
"It's dead simple" Heh.
@carterisonline
@carterisonline Год назад
Haven't seen the code yet, but based on your explanation at 13:09, there is a chance that the player could clip through a vertex defined on an adjacent "block" if they're going fast enough. A quick fix would be to check every block's collision that the movement ray intersects, with a ray-intersection function similar to the one used in the Wolfenstein prototype. Looking forward to Spinach-Cat-Banana-Game getting its well-deserved release!
@nikkiofthevalley
@nikkiofthevalley Год назад
Or you could just cap the player's speed.
@carterisonline
@carterisonline Год назад
@@nikkiofthevalley Unfortunately it's not that simple. Let's say a vertical wall spans the height of an adjacent block about 1mm left of the right border of its block. The player could be **very** close to this vertex, but still stay outside of its block because it hasn't crossed the block's border yet. If the player is 1mm right of the border, and the wall is 1mm left, then if the player moves >2mm left in one frame (not very fast at all), it'll clip. That's why we need to check whether the movement ray intersects with any other blocks.
@jdh
@jdh Год назад
good catch! I didn’t mention in the video, but the code already does that - it uses the exact same DDA “line drawing”/graph traversal algorithm as the wolfenstein demo just like you mentioned!
@carterisonline
@carterisonline Год назад
@@jdh Great! I mention this because I was working on a similar engine (in ES3 javascript 🤮) and the player kept clipping through borders of where the BSP was set up. Took me about a week to figure out, and by that point I had lost interest. Love your content and your dedication to making your own game engines.
@dewaard3301
@dewaard3301 Год назад
You sharpshooting me, boy? - jdh
@abuk95
@abuk95 Год назад
People are saying "don't program your own game engine, they already exist, it is waste of time" and then somebody actually creates one and makes a YT video about and everybody is like "holy shit, that is amazing, you are so good!" Nice work, btw!
@attilavs2
@attilavs2 Год назад
For most intents, a off the shelf engine like unity, unreal or godot works just fine. Btw i am watching this as i was thinking about doing my own engine (for calculator games so that's why)
@abuk95
@abuk95 Год назад
@@attilavs2 Yeah, for a production game a real game engine is a good choice. However, making your own engine for *learning experience*, or for obscure platforms like calculators :D, is what I want to do as well.
@attilavs2
@attilavs2 Год назад
@@abuk95 Not only production games, if you have like a creative idea and don't want to spend too much time on the codey bit, or want fancy graphics, or even just limited by time. Btw if you want to try calculators, it's pretty cool with the latest ones you can run basically every 2d game and stuff like doom ect... Basically a 1993 computer in your pocket, and on which you can have almost full acces to the hardware, especially on Casios
@abuk95
@abuk95 Год назад
@@attilavs2 Cool! Could be an interesting project to try out.
@erc0re526
@erc0re526 Год назад
Damn man this is so cool, I'm so jealous. I went into programming, starting with C, to one day be able to code games like Doom, Half Life and the likes, and the furthest I ever went was a Wolf3D clone. I suck at math and I wish I could understand 10% of what happens in a portal-based rendering engine like you wrote. That's awesome! And I'm so glad you used plain old C.
@jdh
@jdh Год назад
it actually isn't super complicated! I strongly recommend Bisqwit's video (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HQYsFshbkYw.html) and Fabien Sanglard's "DOOM Engine Black Book" (fabiensanglard.net/gebbdoom/) - they make it very easy to understand
@erc0re526
@erc0re526 Год назад
@@jdh Yes I know Bisqwit's videos quite well and I have both Black Engine books! I think my issue is more of a motivational one. You're inspiring tho!
@supebioshock
@supebioshock Год назад
The doom black book is great but it’s too high level and doesn’t go into details (at least with topics like how it does texture mapping) So you are left with a lot of questions unanswered
@supebioshock
@supebioshock Год назад
It will provide a formula but I had to actually look at the doom source code to see certain things related to texture mapping but I still get quite confused. It’s just drawing a vertical column but I haven’t been able to wrap my mind around how it decides what texture columns to draw. But then there’s a whole ordeal with texture pegging which I don’t understand either
@student99bg
@student99bg Год назад
When I watch jdh's videos I always end up wishing I was as good of a programmer as this guy is. This guy can just make whatever he wants. This guy is on a level that most non programmers think you can get after you study programming for a couple of months.
@nighteule
@nighteule Год назад
You too can get there if you're motivated and have a few years
@K3rhos
@K3rhos Год назад
It's not really about programming skills, but mathematics skills in this case, I'm programming using C++ for years now, but when it comes to reinvent the wheel like this guy did, I'm pretty sure I will get quickly bored and just throw away the project in the trash can lol !
@student99bg
@student99bg Год назад
@@K3rhos Linear algebra wasn't hard for me in university. I will definitely try making 3D games in OpenGL but I highly doubt that I will be as successful as this guy. Because he seems to possess big amount of knowledge of so many different topics. He built his own PC ffs. He built his own OS to run Tetris. He made Minecraft from scratch in a couple of days. I can't make anything serious in a couple of days without introducing bugs.
@morfy2581
@morfy2581 8 месяцев назад
Next: programming a first person shooter like it's 1895.
@opfez
@opfez Год назад
to make the movement more smooth you should make the direction keys accelerate the player rather than set the velocity to a fixed amount (like it looks like you're doing). it really adds a lot to the feel of moving around! anyways, nice project, i look forward to seeing it develop!~
@TheUKNutter
@TheUKNutter Год назад
2:49 “Coding like it’s 1995” Uses const
@m0ment219
@m0ment219 4 месяца назад
0:25 The ideas list 💀💀
@superduper6090
@superduper6090 Год назад
This is very impressive, I couldnt imagine trying to do all of this without a graphics api like DX, opengl or vulkan. Very cool, thanks for this awesome video
@julkiewicz
@julkiewicz Год назад
Well the live editing experience is way ahead of what is available in the mainstream engines so kudos. They could learn a thing or two from you
@DantalionNl
@DantalionNl Год назад
I often end up seeing these videos pop up and feeling quite inadequate / imposter syndrome.
@jamestacular
@jamestacular Год назад
really blows my mind how much work and knowledge went into creating these games back in the day. and they did it all without google or modern code editors
@BareMetalProgramming
@BareMetalProgramming Год назад
You can also fairly easily add mirrored surfaces. Just make sure you don't keep reflecting off of nested surfaces.
@softwarelivre2389
@softwarelivre2389 Год назад
Max number of bounces enters the chat
@kenan2386
@kenan2386 Год назад
I love these kinds of videos, and also the mention of another youtuber I watch "Bisqwit". Pretty cool time rewind vid
@AstroSamDev
@AstroSamDev Год назад
You should implement this engine for your 8-bit CPU 😎, or even a 6502 computer, then you'll even be playing on similar hardware. But honestly, great video, and very interesting project. Usually people only make the original Wolfenstein style raycast engines, but not the DOOM one, so this was pretty informative and fun to watch.
@thezipcreator
@thezipcreator Год назад
a 6502 would have to be overclocked to oblivion to implement this (and you'd also have to write a full floating point emulator). I think you meant i386?
@AstroSamDev
@AstroSamDev Год назад
@@thezipcreator True, but I think I've seen demos of doom/wolfenstein like games running on the Commodore 64 and other 6502 hardware? (Though I may be wrong). I was just referring to that, as it was much more similar to the CPU he built than i386, and would present more of a challenge.
@jdh
@jdh Год назад
there are tentative plans for an MS-DOS/486 port in the future!
@thezipcreator
@thezipcreator Год назад
@@AstroSamDev looking at it, doom on the c64 looks extremely laggy and unplayable, but it's still impressive that it was done.
@SimonBuchanNz
@SimonBuchanNz Год назад
Doom got it's speed from several really nasty tricks, most notably modifying the executable code to draw walls as it was drawing. Not that I think jdh can't do it, but it's fairly different to what he's done so far.
@Sidelobes
@Sidelobes 19 дней назад
Super cool build-up - learned a lot, thank you for making this.
@erik-fisher
@erik-fisher Год назад
The ray-traced global illumination could go in as well. It would give your game that uniqueness! Great video! 😊
@some1and297
@some1and297 Год назад
Sometime I see your video's pop up and feel nothing but sympathy, like this is so much work.
@Brahvim
@Brahvim Год назад
Me too?
@jsierra88
@jsierra88 Год назад
At the moment you try to build some real-time graphic stuff up from scratch by yourself you can notice this channel is finest jewelry.
@metalim
@metalim Год назад
> prev video: what went wrong: no gameplay, no prototyping, started with an engine; > next video: starts to create an engine, but now completely in software. Logic!
@-aexc-
@-aexc- Год назад
this feels more like a coding exercise than anything
@najibramadan2555
@najibramadan2555 Год назад
would love to see that 3 hours video, if you decide to release it
@faisalwho
@faisalwho 22 дня назад
This was my adventure back in 1999, when I came across the book "trricks of the game programming guru", by Andre Lamothe. It was a little different back then, when you were writing your own interrupts, chunks of inline assembler, and good ol' mode 13h, where your resolution was 320x200x8.
@ndotl
@ndotl Год назад
I like it. After I learn the basics, I will study this one as I ramp up my learning.
@quincyames2014
@quincyames2014 Год назад
dang i have been having trouble making a 2d game in c++ recently and you make 3d look easy
@ogcsgd
@ogcsgd Год назад
Me in 1995: OMG this feels better than real life
@85pphoenix
@85pphoenix Год назад
I'd give anything to be back in the 90s
@fristytron
@fristytron 7 месяцев назад
The real question is: Can it run smoothly in a 386 at 33Mhz..?
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
33 MHz is so arbitrary. What about Atari Jaguar?
@fristytron
@fristytron 3 месяца назад
@@ArneChristianRosenfeldt it is not arbitrary. 386 with 4mb of ram was the official minimum requirements for doom
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
@@fristytron yeah, I had a 386sx with 5MB , and doom ran fullscreen. So you say the 33 MHz were a requirement and the DX ? TIL
@fristytron
@fristytron 3 месяца назад
@@ArneChristianRosenfeldt idk bro
@inkoalawetrust
@inkoalawetrust Год назад
"I gave our enemies possibly the world's worst AI." *Proceeds* *to* *literally* *describe* *Doom's* *own* *AI.* Yeah, I can confirm that sounds about right.
@erictalviste5793
@erictalviste5793 Год назад
Not sure if this is asked before, but how long did this take you to make? Very cool!
@Websitedr
@Websitedr Год назад
I remember using BUILD to create some levels for Duke Nukem 3D way back when I was a teenager. That editor takes me back.
@CainRG1
@CainRG1 Год назад
This is great! I wish we could see John Carmack react to this, lol
@TimeTravelingFetus
@TimeTravelingFetus Год назад
"I've never had to say its name out loud before" Relatable as hell. Especially frustrating if the people you're talking to don't speak english for some reason.
@starlightnixie
@starlightnixie Год назад
Thank you. This video appeared at exactly the time in my life that I needed it most. That being, the time I've started thinking a lot about how 2.5D shooters work under the hood. It's something I personally associate more with Dark Forces than with Doom, but it's got that nostalgic smell either way.
@BoneMareOh
@BoneMareOh Год назад
the term 2.5d makes me want to die
@BoneMareOh
@BoneMareOh Год назад
@@iambored1528 so then explain to me then how the doom source code which is publicly available is actually not 3d and explain how it is 2 dimensions and a half since clearly you think public source code that you can read and compile for yourself, isnt 3d.
@BoneMareOh
@BoneMareOh Год назад
​@@iambored1528 That is completely false and can be proven by looking in the source code. So now I know that you have no clue what you are talking about and are making up stuff that goes against widely available facts. plus you can't have floor and ceiling height in ray casting. Doom uses binary space partitioning, btw.
@BoneMareOh
@BoneMareOh Год назад
@@iambored1528 No, i am saying that it is open source meaning you can read the code yourself and see that it is 3d. but you are instead to lazy to do that and are now lying in a youtube comment section
@BoneMareOh
@BoneMareOh Год назад
@@iambored1528 height would be another dimension, making three dimensions. you are literally proving yourself wrong but refuse to see it. and again you refuse to look at the doom source code which proves you wrong. why are you intent on lying to people?
@toxic_shr00m
@toxic_shr00m Год назад
this is unbelievably rad
@coffeegator6033
@coffeegator6033 2 месяца назад
the gameplay at the end with the sprites chasing you and you firing back with a banana had me dying
@mayank4156
@mayank4156 Год назад
People who make a game from scratch deserve all the respect in the world. Good job!
@shadoninja
@shadoninja Год назад
This is the best "let's code" style video I have ever seen. Instant sub
@Christoph603
@Christoph603 Год назад
Awesome job and as always well presented - thank you!
@tinkerwithstuff
@tinkerwithstuff Год назад
Doom did not use portal technique. I just used a 2D BSP tree for solving the drawing order of walls, or rather, (not necessarily intuitive) cut segments of walls. There was no forming of enclosed sectors. The Build engine is more close to portal rendering (implicit by defining 2D sectors), from what I could gather & remember. One could argue that Quake, using a style of 3D BSP tree which _does_ enclose convex 3D "sectors" ("solid"-BSP), also "kinda" uses "portals", which are auto-generated, but it's not strictly a classical portal renderer either. Whereas in Doom, the BSP does not serve a portal function at all (which would typically also help deciding in what sector currently dynamic entities are etc). It does not even use the BSP for collision handling, something Carmack only thought of later.
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
Let’s say that you are in a small chamber looting , does Doom go over all the sectors hidden by the nearby walls?
@lordplebius483
@lordplebius483 10 месяцев назад
Whats crazy is that the coding shots aren't even sped up.
@nhifgp
@nhifgp Месяц назад
Of course they are lmfao
@granie300
@granie300 Год назад
Nice to see you upload again
@arnimlost
@arnimlost Год назад
Can't wait for the among us dating sim
@rekware9320
@rekware9320 Год назад
Kinda dig actually. You've really captured the feel of those old DOS games. I think its the lighting. Regardless, well done.
@HeavyLiftSkilling
@HeavyLiftSkilling 6 месяцев назад
I found myself exhausted after imagining how much work has been condensed into a 16 minute video. Insane.
@JazzyJustin
@JazzyJustin Год назад
You should try and get some sort of sound propagation / resonance / reverb system going, like steam audio! Way too modern for a 90s engine, but it seems like one of those cool areas where you could blend the technology together :)
@jdh
@jdh Год назад
Definitely going to happen! DOOM has some pretty cool sound propagation stuff but it's only used for alerting monsters IIRC
@Brahvim
@Brahvim Год назад
Uhm, look at the OpenAL source code?
@3DSage
@3DSage Год назад
I love it! Great explanation :)
@atom1kcreeper605
@atom1kcreeper605 Месяц назад
Im surprised this doesn't have 3000 like or something
@quackcharge
@quackcharge Год назад
dang your level editor really made me smile, great job man! would love to see a 3 hour version, just sobscroobd!
@bytesandbikes
@bytesandbikes Год назад
My favorite thing about the portal based engines are the non-euclidian spaces, as seen in many Marathon multiplayer maps.
@xinxu5305
@xinxu5305 Год назад
I used to think I was a good coder. Then I found your channel. wow
@randomlassfromtheuk
@randomlassfromtheuk Год назад
at first i thought from scratch meant from scratch the game dev tool for kids basically and i was very intrigued but i was pleasantly surprised, really enjoyed the video :)
@biohazard2869
@biohazard2869 Год назад
11:16 I'm really glad to know that I'm not the only one reading this name this way.
@pedroduran8927
@pedroduran8927 Год назад
I'm a simple man, i see jdh uploads a new video, i click.
@dreingames9137
@dreingames9137 Год назад
0:24 "among us in space" this is such a good idea, i dont know why nobody has thought of this yet...
@znefas
@znefas Год назад
haven't seen you use Rust on your channel, have you ever considered making something with it or trying Rust? I think you'd feel at home thanks to it being fairly low and high level both, while also avoiding bugs early on with memory management :)
@MultiSciGeek
@MultiSciGeek Год назад
Gosh kind of a "wake up" thing on how complicated this stuff really was back in the day
@n9ne
@n9ne Год назад
insane absolute gods that came up with this stuff. it took many decades to get to this point though. the first "3D" game was made by some nasa guys back in 1973 called maze war which was also the first multiplayer game. It's mostly wireframe though, but it looks 3D, and you probably know about this already.
@electric_lizzzard
@electric_lizzzard Год назад
i think i would never understand programming on sheer conception level. i can do simple baby code by myself, but programmists looks like a gods for me, like I'm trying to understand 4th dimensional creature
@Sand3r205
@Sand3r205 Год назад
This dude teaches me graphical rendering in like 5 minutes... smthing a CS prof would take me at least 4 months.
@lazypotato6743
@lazypotato6743 Год назад
Wait u actually learned from this?
@GTGTRIK
@GTGTRIK Год назад
The collision sliding is worthy of showing off. I kinda got stuck on that when I did my own wolf-style engine for fun.
@marscaleb
@marscaleb 8 месяцев назад
Dude I am so jealous that you are able to do this; I've so often wished I could program my own engine like this and build a game completely from scratch...
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
Sure you can’t? For most of us we just can’t beat the global competition. But it is not too hard to recreate this on legacy systems for nostalgia. GBA,
@PiotrMichniewski
@PiotrMichniewski Год назад
The cat-spinach-banana game would legit pass as an actual game in the mid-90s if you added a few more levels
@phat-kid
@phat-kid 10 месяцев назад
i did this as a learning thing when i was a kid in 1997. i had to google the music i was listening to back then to get the exact year. i was 15.
@skylo706
@skylo706 10 месяцев назад
Huge respect to you. Being 15 and also with the information resources available in 95, managing this is an insane task Wasn't even born until 3 years later haha^^
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 3 месяца назад
@@skylo706just need a dad who can navigate a library and order books as advertised in c’t magazine.
@osca1882
@osca1882 Год назад
As a long time fan of the channel and seeing as I’m learning C++ for my University degree, including SDL, this video was very interesting to me! Keep up the good work!
@reco1I
@reco1I 4 месяца назад
hand writing vertices is crazy
@SamuelTrademarked
@SamuelTrademarked Год назад
this video feels like reading an old manuscript of how to do witchcraft written in a centuries old language that no one has decoded, no pun intended.
@user-hz4tc2pf3x
@user-hz4tc2pf3x Год назад
I always complain about RU-vid becoming oversaturated and "I miss 2019" and then RU-vid is like BAM, new jdh video. Chill, but still entertaining. Keep up the great work!
@toninjiric1102
@toninjiric1102 Год назад
Ok, I've been programming for 15+ years ( not games ), wanted to switch to game dev, but this video convinced me otherwise. You're a beast!
@MarzSanctum
@MarzSanctum Год назад
🤣🤣🤣
@WalletMonkeys
@WalletMonkeys Год назад
I have no clue wtf you just did but I like it!
@Alex_Printgineer
@Alex_Printgineer Год назад
Me understanding nothing about what he is doing just waiting until the end product
@tomaszstanislawski457
@tomaszstanislawski457 Год назад
A quick hint. Declare ASSERT as "if (e); else { ... }". It will let you use ASSERT in conditionls like "if (x) ASSERT(...) else something". Moreover, the compiler will raise a warning if `=` rather than `==` is used in a condition.
@Patashu
@Patashu Год назад
There's something hilariously cursed about seeing a low resolution portal gun in a Doom lookalike
@DerrickFargo
@DerrickFargo Год назад
It's a trip to see how video games were made before engines were really a thing. You gain perspective from seeing how developers solved simple problems that are now easily solved by block code. Also, you should get a pop screen for your mic, or move the mic.
@Cubekid10.
@Cubekid10. Год назад
Oh my god i thought this meant like in the scratch coding website thing and i was impressed but this is still insanely impressive
@RiverReeves23
@RiverReeves23 Год назад
Pretty cool to watch you coding essentially 2 decades worth of tech progress in a single video. Having lived through all of it, it's refreshing that those younger than myself can learn it all from published sources instead of the propriatary secrecy which was the 80s and 90s.
@RossSmith-o5z
@RossSmith-o5z 11 месяцев назад
The absolutely craziest thing is people actually enjoy this
@disembowler666
@disembowler666 11 месяцев назад
We were spoiled when SDL came out. Before that we had to interact with video memory and double buffering ourselves. Love the video!
@skope2055
@skope2055 Год назад
I saw many implementations of doom, but this content is awesome.
@Meme-et8ju
@Meme-et8ju Год назад
I understood nothing of what I just saw, but it was surprisingly pleasing to see how my childhood game was made . A like for the skill, man. Respect!
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