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

2024 ж. 1 Мам.
1 309 298 Рет қаралды

3D like you've never seen it before!
PATREON: / jdah
TWITTER: / jdah__
CODE: github.com/jdah/doomenstein-3d
GITHUB: github.com/jdah
EDITOR: NeoVim
CONFIGS: github.com/jdah/dotfiles
THEME: gruvbox
RESOURCES:
* DOOM Game Engine Black Book: fabiensanglard.net/gebbdoom/
* @Bisqwit 's video: • Creating a Doom-style ...
* Fabien Sanglard's "Build Engine Internals": fabiensanglard.net/duke3d/bui...
* DOOM source code: github.com/id-Software/DOOM
* The DOOM wiki: doomwiki.org/
0:00 Intro
0:47 Why?
1:21 Wolfenstein 3D-style
2:55 DOOM-style
9:50 Level Editor
14:35 Proof of Concept
15:53 Outro & Thanks

Пікірлер
  • I find it very interesting when developers challenge themselves by not using existing engines, frameworks etc, this looks super difficult so props to you!

    @btarg1@btarg1 Жыл бұрын
    • The only game I can think of that uses its own engine is HROT which uses its own pascal engine

      @nothingclick2786@nothingclick2786 Жыл бұрын
    • SDL.

      @qwke@qwke Жыл бұрын
    • @@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.

      @Drillgon@Drillgon Жыл бұрын
    • I'm developing my own game engine in my channel.

      @lanchanoinguyen2914@lanchanoinguyen2914 Жыл бұрын
    • @@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.

      @theairaccumulator7144@theairaccumulator7144 Жыл бұрын
  • 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

    @Rabbit-o-witz@Rabbit-o-witz Жыл бұрын
    • 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.

      @tealtrim9747@tealtrim9747 Жыл бұрын
    • Now think of what kind of geniuses were those programmers in the 90s who were first making 3D games and writing frameworks for it.

      @isuckatthisgame@isuckatthisgame Жыл бұрын
    • 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.

      @Corleone007@Corleone007 Жыл бұрын
    • ​​@@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.

      @inlandish@inlandish Жыл бұрын
    • @@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.

      @tealtrim9747@tealtrim9747 Жыл бұрын
  • What a mind-boggling project. This man is a powerful programmer. I aspire to someday come close to his level of speaking with computers.

    @loleq2137@loleq2137 Жыл бұрын
    • 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.

      @gilfhunter42069@gilfhunter42069 Жыл бұрын
    • 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.

      @shubhamwr@shubhamwr Жыл бұрын
    • Yep 3D software /games .. the most advanced programming :)

      @Corleone007@Corleone007 Жыл бұрын
    • I see this project as less of a display of a programming prowess and more of a display of math prowess.

      @landonh123@landonh123 Жыл бұрын
    • Yeah same

      @anon-fz2bo@anon-fz2bo11 ай бұрын
  • This man is a coding monster

    @That_0ne_Dev@That_0ne_Dev Жыл бұрын
    • legit

      @jimsmith3715@jimsmith3715 Жыл бұрын
    • @@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)

      @chithiradiasseneviratne3562@chithiradiasseneviratne3562 Жыл бұрын
    • @@Danuxsy Because people have their own interests and aren't purely motivated by what you deem to be the best use of time.

      @Squeph@Squeph Жыл бұрын
    • @@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

      @rx7cpp@rx7cpp Жыл бұрын
    • @@Danuxsy because not everything has to impact the world to justify its existence

      @LineOfThy@LineOfThy Жыл бұрын
  • 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.

    @darkriff777@darkriff7777 ай бұрын
    • Rollercoaster Tycoon was written entirely in Assembly.

      @eustab.anas-mann9510@eustab.anas-mann95102 ай бұрын
  • Thanks for the mention (in the video description!) Some of this looks quite familiar. Especially the part from 7:28 to 8:06.

    @Bisqwit@Bisqwit Жыл бұрын
    • 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!

      @jdh@jdh Жыл бұрын
    • When two masters colide.

      @Davi_Dash@Davi_Dash Жыл бұрын
    • ​@@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.

      @undefBehav@undefBehav Жыл бұрын
  • 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!

    @btarg1@btarg1 Жыл бұрын
    • 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!

      @jdh@jdh Жыл бұрын
    • i initially thought he was gonna make it on dos with 486 hardware 😢

      @plasma5545@plasma5545 Жыл бұрын
    • @@jdh I call that a demake

      @raul12300@raul12300 Жыл бұрын
    • @@jdh where's full game i want to play it

      @infotration2225@infotration2225 Жыл бұрын
    • Doom actually ran on a 386

      @majorramsey3k@majorramsey3k8 ай бұрын
  • "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.

    @Edward135i@Edward135i Жыл бұрын
    • 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.

      @TravisPastramee@TravisPastramee7 ай бұрын
  • 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

    @BLAZE_GLITCH@BLAZE_GLITCH Жыл бұрын
    • 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.

      @bluesillybeard@bluesillybeard Жыл бұрын
    • @@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...

      @BLAZE_GLITCH@BLAZE_GLITCH Жыл бұрын
    • @@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.

      @Kabodanki@Kabodanki Жыл бұрын
    • @@Kabodanki doesn't thinmatrix just use unity tho?

      @thezipcreator@thezipcreator Жыл бұрын
    • ​@@thezipcreator no. He either uses his own game framework or lwjgl

      @The_Codemaster144k@The_Codemaster144k Жыл бұрын
  • I actually think the ray traced lighting gave your engine a really unique look! What an awesome project!

    @TriVoxel@TriVoxel7 ай бұрын
  • 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

    @matthewlevenstein@matthewlevenstein Жыл бұрын
  • 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!

    @Stingpie@Stingpie Жыл бұрын
  • Whats crazy is that the coding shots aren't even sped up.

    @lordplebius483@lordplebius4835 ай бұрын
  • 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

    @jamesonahill@jamesonahill Жыл бұрын
    • 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!

      @timallanwheeler@timallanwheeler Жыл бұрын
  • this is absolutely mind blowing i hope to be half the dev you are one day man

    @jeremym5331@jeremym5331 Жыл бұрын
  • 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!

    @ContraHacker1337@ContraHacker1337 Жыл бұрын
  • 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

    @devitosolucoes7534@devitosolucoes7534 Жыл бұрын
  • babe wake up new jdh upload

    @Lim95@Lim95 Жыл бұрын
  • Wow, above and beyond, way to go! Amazing work, subscribed and looking forward to more videos! 👏👏👏

    @ScarletSnake@ScarletSnake8 ай бұрын
  • Awesome job and as always well presented - thank you!

    @Christoph603@Christoph603 Жыл бұрын
  • 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?

    @arial_01@arial_01 Жыл бұрын
  • The length of this video was criminally short I need more jdh😂🧟‍♂️

    @Grimm-hb7ek@Grimm-hb7ek Жыл бұрын
    • agreed

      @MotionlessBottle@MotionlessBottle Жыл бұрын
  • 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

    @superduper6090@superduper6090 Жыл бұрын
  • Looks like a fun project. Thanks for showing!!!

    @chansesyres4117@chansesyres41177 ай бұрын
  • 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!~

    @opfez@opfez Жыл бұрын
  • 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.

    @dewaard3301@dewaard3301 Жыл бұрын
    • You kinda need one more thing though: Time.

      @tonig2757@tonig27577 ай бұрын
    • @@tonig2757and lots and lots of patience

      @bukeschmenzell@bukeschmenzell7 ай бұрын
    • you don’t even necessarily need internet if you do everything locally

      @Todomo@Todomo6 ай бұрын
    • @@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.

      @dewaard3301@dewaard33016 ай бұрын
    • Internet is the only thing I don't have 😂😂

      @alien3200@alien32003 ай бұрын
  • 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!

    @osca1882@osca1882 Жыл бұрын
  • Great video, love it. Its nice to get a good overhead look of something so complicated and interesting.

    @Yukinebi@Yukinebi Жыл бұрын
  • That's awesome. I'm doing something similar in Rust for a web browser. I also had the same issue with fixed point math and switched back to native fp. Best decision ever. Rust basically walks me through the bugs to fix them before even running it. I should make a video. my render objective is to show how you can make an entire render using trigonometry knowledge from school. I'm using Permadi's raycasting tutorial and the Wolfenstein engine Black Book as a base. I run it on WASM in the browser. Keep it up!

    @moretti740@moretti740 Жыл бұрын
  • I like it. After I learn the basics, I will study this one as I ramp up my learning.

    @ndotl@ndotl Жыл бұрын
  • love it ! great video hope to see more like it

    @DeathAtYourDoorStep@DeathAtYourDoorStep7 ай бұрын
  • 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

    @julkiewicz@julkiewicz Жыл бұрын
  • Just stumbled on your channel and as a budding game developer I can honestly tell you I do not have the patience or the maths to create an engine from scratch. This was a good watch.

    @cubeflinger@cubeflinger Жыл бұрын
  • I love these kinds of videos, and also the mention of another youtuber I watch "Bisqwit". Pretty cool time rewind vid

    @kenan2386@kenan2386 Жыл бұрын
  • The collision sliding is worthy of showing off. I kinda got stuck on that when I did my own wolf-style engine for fun.

    @Metr1993@Metr1993 Жыл бұрын
  • You, sir, are brilliant! ❤ I enjoyed this video so much!

    @mihailvd@mihailvd Жыл бұрын
  • 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.

    @erc0re526@erc0re526 Жыл бұрын
    • it actually isn't super complicated! I strongly recommend Bisqwit's video (kzhead.info/sun/e7WSo6qrn5ShjK8/bejne.html) and Fabien Sanglard's "DOOM Engine Black Book" (fabiensanglard.net/gebbdoom/) - they make it very easy to understand

      @jdh@jdh Жыл бұрын
    • @@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!

      @erc0re526@erc0re526 Жыл бұрын
    • 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 Жыл бұрын
    • 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

      @supebioshock@supebioshock Жыл бұрын
  • 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.

    @jsierra88@jsierra88 Жыл бұрын
  • 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

    @jamestacular@jamestacular8 ай бұрын
  • Super well done video - with the exception of that maddening music loop.

    @paulduvernet4012@paulduvernet4012 Жыл бұрын
  • The ray-traced global illumination could go in as well. It would give your game that uniqueness! Great video! 😊

    @erik-fisher@erik-fisher Жыл бұрын
  • 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!

    @abuk95@abuk95 Жыл бұрын
    • 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)

      @attilavs2@attilavs2 Жыл бұрын
    • @@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.

      @abuk95@abuk95 Жыл бұрын
    • @@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

      @attilavs2@attilavs2 Жыл бұрын
    • @@attilavs2 Cool! Could be an interesting project to try out.

      @abuk95@abuk95 Жыл бұрын
  • 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...

    @marscaleb@marscaleb3 ай бұрын
  • it's genuinely impressive to me how you're able to focus so long on a project and implement stuff like that. i'm studying software engineering and I'm worried I'll never be able to do that

    @NikkiMcMistie@NikkiMcMistie9 ай бұрын
  • dang i have been having trouble making a 2d game in c++ recently and you make 3d look easy

    @quincyames2014@quincyames2014 Жыл бұрын
  • waking up to a new jdh video slaps harder than will smith 😁

    @jakehuang3545@jakehuang3545 Жыл бұрын
    • Thats true

      @silbdanny440@silbdanny440 Жыл бұрын
    • It feels like that happened 3000 years ago but it really didnt

      @Ziedmac@Ziedmac Жыл бұрын
    • Too soon.

      @kattihatt@kattihatt Жыл бұрын
    • Stfu dead meme

      @MP-tz2yn@MP-tz2yn Жыл бұрын
    • Smith was still in the right, that guy that made the joke is just a bland asshole

      @SqualidsargeStudios@SqualidsargeStudios Жыл бұрын
  • This is amazing ! Congratulations !!

    @FredM80@FredM80 Жыл бұрын
  • This is the best "let's code" style video I have ever seen. Instant sub

    @shadoninja@shadoninja Жыл бұрын
  • would love to see that 3 hours video, if you decide to release it

    @najibramadan2555@najibramadan2555 Жыл бұрын
  • 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.

    @student99bg@student99bg Жыл бұрын
    • You too can get there if you're motivated and have a few years

      @nighteule@nighteule Жыл бұрын
    • 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 !

      @K3rhos@K3rhos Жыл бұрын
    • @@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.

      @student99bg@student99bg Жыл бұрын
  • I always complain about KZhead becoming oversaturated and "I miss 2019" and then KZhead is like BAM, new jdh video. Chill, but still entertaining. Keep up the great work!

    @user-hz4tc2pf3x@user-hz4tc2pf3x Жыл бұрын
  • Man, I hope one day I could get to your level of coding sir. Really awesome videos!

    @arkabiswas7842@arkabiswas78429 ай бұрын
  • I often end up seeing these videos pop up and feeling quite inadequate / imposter syndrome.

    @DantalionNl@DantalionNl Жыл бұрын
  • 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!

    @carterisonline@carterisonline Жыл бұрын
    • Or you could just cap the player's speed.

      @nikkiofthevalley@nikkiofthevalley Жыл бұрын
    • @@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.

      @carterisonline@carterisonline Жыл бұрын
    • 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!

      @jdh@jdh Жыл бұрын
    • @@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.

      @carterisonline@carterisonline Жыл бұрын
    • You sharpshooting me, boy? - jdh

      @dewaard3301@dewaard3301 Жыл бұрын
  • My favorite thing about the portal based engines are the non-euclidian spaces, as seen in many Marathon multiplayer maps.

    @bytesandbikes@bytesandbikes Жыл бұрын
  • This is great! I wish we could see John Carmack react to this, lol

    @CainRG1@CainRG1 Жыл бұрын
  • dang your level editor really made me smile, great job man! would love to see a 3 hour version, just sobscroobd!

    @quackcharge@quackcharge Жыл бұрын
  • Loved this. This is my favourite combination to code with, C and SDL. I never did do Doom, but I did do a simple ray caster which was fun.

    @NeilRoy@NeilRoy8 ай бұрын
  • I've followed along with hour long videos that explain what you just did in the FIRST THREE MINUTES ALONE. Amazing. :)

    @macrograms@macrograms Жыл бұрын
  • 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.

    @starlightnixie@starlightnixie Жыл бұрын
    • the term 2.5d makes me want to die

      @BoneMareOh@BoneMareOh Жыл бұрын
    • @@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 Жыл бұрын
    • ​@@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 Жыл бұрын
    • @@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 Жыл бұрын
    • @@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?

      @BoneMareOh@BoneMareOh Жыл бұрын
  • 2:49 “Coding like it’s 1995” Uses const

    @TheUKNutter@TheUKNutter Жыл бұрын
  • This is great. Please do the 3 hour video. I recently started learning the arcane art of graphics. Lots of geometry math (as to be expected) but satisfaction of creating virtual world is immense.

    @bitlong4669@bitlong46698 ай бұрын
  • I saw many implementations of doom, but this content is awesome.

    @skope2055@skope2055 Жыл бұрын
  • People who make a game from scratch deserve all the respect in the world. Good job!

    @mayank4156@mayank4156 Жыл бұрын
  • You can also fairly easily add mirrored surfaces. Just make sure you don't keep reflecting off of nested surfaces.

    @ripliini@ripliini Жыл бұрын
    • Max number of bounces enters the chat

      @softwarelivre2389@softwarelivre2389 Жыл бұрын
  • Its kind of wild that someone had to think of all this in the first place. Really makes you appreciate someone like John Carmac

    @CrimsonSp33d@CrimsonSp33d7 ай бұрын
  • 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!

    @Meme-et8ju@Meme-et8ju Жыл бұрын
  • Not sure if this is asked before, but how long did this take you to make? Very cool!

    @erictalviste5793@erictalviste5793 Жыл бұрын
  • 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.

    @AstroSamDev@AstroSamDev Жыл бұрын
    • 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?

      @thezipcreator@thezipcreator Жыл бұрын
    • @@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.

      @AstroSamDev@AstroSamDev Жыл бұрын
    • there are tentative plans for an MS-DOS/486 port in the future!

      @jdh@jdh Жыл бұрын
    • @@AstroSamDev looking at it, doom on the c64 looks extremely laggy and unplayable, but it's still impressive that it was done.

      @thezipcreator@thezipcreator Жыл бұрын
    • 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.

      @SimonBuchanNz@SimonBuchanNz Жыл бұрын
  • First time seeing your channel, and just wanted to say really appreciate the neovim configs.

    @ghosthunter0950@ghosthunter0950 Жыл бұрын
  • Nice to see you upload again

    @granie300@granie300 Жыл бұрын
  • Can't wait for the among us dating sim

    @arnimlost@arnimlost Жыл бұрын
  • Me in 1995: OMG this feels better than real life

    @ogcsgd@ogcsgd Жыл бұрын
  • Love this video format. Awesome content

    @ryanvelbon@ryanvelbon7 күн бұрын
  • that looks so awesome you're an inspiration fr

    @mootheman5879@mootheman5879 Жыл бұрын
  • 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 :)

    @JazzyJustin@JazzyJustin Жыл бұрын
    • Definitely going to happen! DOOM has some pretty cool sound propagation stuff but it's only used for alerting monsters IIRC

      @jdh@jdh Жыл бұрын
    • Uhm, look at the OpenAL source code?

      @Brahvim@Brahvim Жыл бұрын
  • I used to think I was a good coder. Then I found your channel. wow

    @xinxu5305@xinxu5305 Жыл бұрын
  • I love it! Great explanation :)

    @3DSage@3DSage Жыл бұрын
  • Hash tag coding goals. Great summary, well done.

    @aarondcmedia9585@aarondcmedia9585 Жыл бұрын
  • Bring us Among Us dating sim next please

    @TheExtremeCube@TheExtremeCube Жыл бұрын
  • The real question is: Can it run smoothly in a 386 at 33Mhz..?

    @fristytron@fristytron2 ай бұрын
  • 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.

    @RiverReeves23@RiverReeves238 ай бұрын
  • Thanks for this video, eagerly awaiting the next vid. :D

    @juanmacias5922@juanmacias5922 Жыл бұрын
  • I'm a simple man, i see jdh uploads a new video, i click.

    @pedroduran8927@pedroduran8927 Жыл бұрын
  • 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 :)

    @znefas@znefas Жыл бұрын
  • This is incredible.

    @anangelsdiaries@anangelsdiaries9 ай бұрын
  • 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 :)

    @randomlassfromtheuk@randomlassfromtheuk Жыл бұрын
  • 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.

    @n9ne@n9ne Жыл бұрын
  • I am floored. Well done, sir!

    @AntoniGawlikowski@AntoniGawlikowski Жыл бұрын
  • Sometime I see your video's pop up and feel nothing but sympathy, like this is so much work.

    @some1and297@some1and297 Жыл бұрын
    • Me too?

      @Brahvim@Brahvim Жыл бұрын
  • a classic, to be remembered for generations to come

    @franz3924@franz39248 ай бұрын
  • 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.

    @DerrickFargo@DerrickFargo Жыл бұрын
  • Kinda dig actually. You've really captured the feel of those old DOS games. I think its the lighting. Regardless, well done.

    @rekware9320@rekware9320 Жыл бұрын
  • We were spoiled when SDL came out. Before that we had to interact with video memory and double buffering ourselves. Love the video!

    @disembowler666@disembowler6666 ай бұрын
  • I found myself exhausted after imagining how much work has been condensed into a 16 minute video. Insane.

    @HeavyLiftSkilling@HeavyLiftSkillingАй бұрын
  • I remember using BUILD to create some levels for Duke Nukem 3D way back when I was a teenager. That editor takes me back.

    @Websitedr@Websitedr Жыл бұрын
  • Was legit thinking about you today and hoping for a new video. My wish was granted

    @nuggets4937@nuggets4937 Жыл бұрын
  • this is unbelievably rad

    @toxic_shr00m@toxic_shr00m Жыл бұрын
  • a day when you upload is always a good day. Keep up the fantastic work :)

    @lucazl@lucazl Жыл бұрын
  • this is very interesting to me, expestaily because i really enjoy playing doom, and making levels in it.

    @lagzerovr@lagzerovr8 ай бұрын
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