Patricia had ported a bunch of DOOM stuff from C to C++ without running the game once.
Patricia: "Look at everything I've changed"
Me: "Cool, run it and show me"
Patricia: "I don't know how to run it"
And after all that, only 1 minor thing was broken and easily fixable. I was impressed.
Patricia: "Look at everything I've changed"
Me: "Cool, run it and show me"
Patricia: "I don't know how to run it"
And after all that, only 1 minor thing was broken and easily fixable. I was impressed.
Reposted from
Patricia Aas π’π³οΈβπ
I ported DOOM to C++ from C while I had COVID and when I told @olafurw.com he asked me if I had played it, and I went: Β«no. I only know that it compiles. Tbh Iβll be surprised if it doesnβt crash on startup.Β»
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I would be happy to archive it on a public repo.
The doom src code is a beautiful example of how a code can resist (or not) the test of time.
I would be curious to see which one of the C or C++ version can still compile in 10, 20y from now.
The C++ DOOM project is here: https://github.com/patricia-gallardo/cpp-doom
Mood.
So I used Chocolate DOOM first for it's simple setup and then doomgeneric later for the customization.
Kinda hard to do `apt update` in space. :P
I wanted at least some kind of bug.
Then the night before submission I converted the game to 3d by swapping the camera class used and giving some of the walls height.