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

Поділитися
Вставка
  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 1,3 тис.

  • @btarg1
    @btarg1 Рік тому +4433

    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 Рік тому +29

      The only game I can think of that uses its own engine is HROT which uses its own pascal engine

    • @qwke
      @qwke Рік тому +31

      SDL.

    • @Drillgon
      @Drillgon Рік тому +22

      @@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 Рік тому +14

      I'm developing my own game engine in my channel.

    • @theairaccumulator7144
      @theairaccumulator7144 Рік тому +13

      @@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 Рік тому +319

    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 8 місяців тому +29

      Rollercoaster Tycoon was written entirely in Assembly.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 5 місяців тому +5

      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 4 місяці тому +1

      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 4 місяці тому

      @@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 4 місяці тому +17

      @@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 Рік тому +1139

    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 Рік тому +116

      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 Рік тому +2

      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 Рік тому

      Yep 3D software /games .. the most advanced programming :)

    • @landonh123
      @landonh123 Рік тому +22

      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 Рік тому

      Yeah same

  • @Edward135i
    @Edward135i Рік тому +112

    "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 Рік тому +11

      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.

  • @Rabbit-o-witz
    @Rabbit-o-witz Рік тому +1592

    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 Рік тому +200

      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 Рік тому +239

      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 Рік тому +60

      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 Рік тому +65

      ​​@@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 Рік тому +24

      @@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.

  • @That_0ne_Dev
    @That_0ne_Dev Рік тому +2996

    This man is a coding monster

    • @jimsmith3715
      @jimsmith3715 Рік тому +10

      legit

    • @chithiradiasseneviratne3562
      @chithiradiasseneviratne3562 Рік тому +120

      @@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 Рік тому +148

      @@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 Рік тому +68

      @@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 Рік тому +22

      @@Danuxsy because not everything has to impact the world to justify its existence

  • @matthewlevenstein
    @matthewlevenstein Рік тому +66

    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

  • @Bisqwit
    @Bisqwit Рік тому +340

    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  Рік тому +114

      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 Рік тому +42

      When two masters colide.

    • @undefBehav
      @undefBehav Рік тому +13

      ​@@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 Рік тому +496

    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  Рік тому +250

      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 Рік тому +13

      i initially thought he was gonna make it on dos with 486 hardware 😢

    • @raul12300
      @raul12300 Рік тому +17

      @@jdh I call that a demake

    • @infotration2225
      @infotration2225 Рік тому

      @@jdh where's full game i want to play it

    • @majorramsey3k
      @majorramsey3k Рік тому

      Doom actually ran on a 386

  • @jamesonahill
    @jamesonahill Рік тому +92

    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 Рік тому +19

      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 3 місяці тому +1

      @@timallanwheeler The dream is to create if youself from scratch, not copy paste from some lucker on youtube that got popular due to algorithm.

  • @BLAZE_GLITCH
    @BLAZE_GLITCH Рік тому +857

    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 Рік тому +108

      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 Рік тому +34

      @@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 Рік тому +33

      @@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 Рік тому +1

      @@Kabodanki doesn't thinmatrix just use unity tho?

    • @The_Codemaster144k
      @The_Codemaster144k Рік тому +5

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

  • @Stingpie
    @Stingpie Рік тому +60

    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 6 місяців тому +2

      You’re a couple weeks in, watching a video on a complete project and comparing your progression? different paths

    • @Stingpie
      @Stingpie 6 місяців тому

      @@nickyp1435 ok, buddy.

  • @TriVoxel
    @TriVoxel Рік тому +32

    I actually think the ray traced lighting gave your engine a really unique look! What an awesome project!

  • @ContraHacker1337
    @ContraHacker1337 Рік тому +12

    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!

  • @jeremym5331
    @jeremym5331 Рік тому +32

    this is absolutely mind blowing i hope to be half the dev you are one day man

  • @devitosolucoes7534
    @devitosolucoes7534 Рік тому +21

    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

  • @moretti740
    @moretti740 Рік тому +10

    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!

  • @arial_01
    @arial_01 Рік тому +72

    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?

  • @jakehuang3545
    @jakehuang3545 Рік тому +557

    waking up to a new jdh video slaps harder than will smith 😁

    • @silbdanny440
      @silbdanny440 Рік тому +5

      Thats true

    • @Ziedmac
      @Ziedmac Рік тому +25

      It feels like that happened 3000 years ago but it really didnt

    • @kattihatt
      @kattihatt Рік тому

      Too soon.

    • @MP-tz2yn
      @MP-tz2yn Рік тому

      Stfu dead meme

    • @SqualidsargeStudios
      @SqualidsargeStudios Рік тому

      Smith was still in the right, that guy that made the joke is just a bland asshole

  • @dewaard3301
    @dewaard3301 Рік тому +38

    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 Рік тому +11

      You kinda need one more thing though: Time.

    • @bukeschmenzell
      @bukeschmenzell Рік тому

      @@tonig2757and lots and lots of patience

    • @Todomo
      @Todomo Рік тому +2

      you don’t even necessarily need internet if you do everything locally

    • @dewaard3301
      @dewaard3301 Рік тому +6

      @@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 10 місяців тому

      Internet is the only thing I don't have 😂😂

  • @opfez
    @opfez Рік тому +12

    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!~

  • @StaticallyIncorrect
    @StaticallyIncorrect Місяць тому +3

    this is exactly what some scratch (mit) users use to make 3d engines in scratch as well they got it from this

  • @superduper6090
    @superduper6090 Рік тому +4

    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

  • @Grimm-hb7ek
    @Grimm-hb7ek Рік тому +19

    The length of this video was criminally short I need more jdh😂🧟‍♂️

  • @DipsAndPushups
    @DipsAndPushups Рік тому +7

    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 Рік тому

      You too can get there if you're motivated and have a few years

    • @K3rhos
      @K3rhos Рік тому

      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 !

    • @DipsAndPushups
      @DipsAndPushups Рік тому +2

      @@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.

  • @erc0re526
    @erc0re526 Рік тому +32

    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  Рік тому +27

      it actually isn't super complicated! I strongly recommend Bisqwit's video (ua-cam.com/video/HQYsFshbkYw/v-deo.html) and Fabien Sanglard's "DOOM Engine Black Book" (fabiensanglard.net/gebbdoom/) - they make it very easy to understand

    • @erc0re526
      @erc0re526 Рік тому +14

      @@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 Рік тому +4

      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 Рік тому +3

      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

  • @Retro-Calico
    @Retro-Calico 8 місяців тому +3

    2:20 My “just learning basic C# for the first time” brain practically short circuited seeing you write raycast from scratch that quick 😭

    • @cirkulx
      @cirkulx 2 місяці тому

      i made a 2d shooter in sdl and JUST C in a few days fabricating the entire engine to the final version in

    • @Retro-Calico
      @Retro-Calico 2 місяці тому

      @@cirkulx I wish I had the experience to do so, I’m still learning the basics of C# with Godot and it’s up and down to say the least lol

    • @Generic_Handle4573
      @Generic_Handle4573 29 днів тому

      Man I’m trynna do that in Python and my lack of C knowledge just made my brain not

  • @carterisonline
    @carterisonline Рік тому +78

    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 Рік тому +1

      Or you could just cap the player's speed.

    • @carterisonline
      @carterisonline Рік тому +17

      @@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  Рік тому +40

      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 Рік тому +21

      @@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 Рік тому +2

      You sharpshooting me, boy? - jdh

  • @Lim95
    @Lim95 Рік тому +22

    babe wake up new jdh upload

  • @DwipMakwana
    @DwipMakwana 2 місяці тому +1

    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 =)

  • @abuk95
    @abuk95 Рік тому +6

    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 Рік тому

      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 Рік тому

      @@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 Рік тому

      @@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 Рік тому

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

  • @julkiewitz
    @julkiewitz Рік тому +3

    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

  • @erik-fisher
    @erik-fisher Рік тому +7

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

  • @AstroSamDev
    @AstroSamDev Рік тому +12

    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 Рік тому +3

      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 Рік тому

      @@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  Рік тому +9

      there are tentative plans for an MS-DOS/486 port in the future!

    • @thezipcreator
      @thezipcreator Рік тому

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

    • @SimonBuchanNz
      @SimonBuchanNz Рік тому

      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.

  • @BareMetalProgramming
    @BareMetalProgramming Рік тому +5

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

  • @cubeflinger
    @cubeflinger Рік тому +10

    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.

  • @najibramadan2555
    @najibramadan2555 Рік тому +12

    would love to see that 3 hours video, if you decide to release it

  • @HeavyLiftSkilling
    @HeavyLiftSkilling 8 місяців тому +1

    I found myself exhausted after imagining how much work has been condensed into a 16 minute video. Insane.

  • @kenan2386
    @kenan2386 Рік тому +4

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

  • @some1and297
    @some1and297 Рік тому +2

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

  • @quincyames2014
    @quincyames2014 Рік тому +6

    dang i have been having trouble making a 2d game in c++ recently and you make 3d look easy

  • @jsierra88
    @jsierra88 Рік тому +4

    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.

  • @m0ment219
    @m0ment219 6 місяців тому +3

    0:25 The ideas list 💀💀

  • @bytesandbikes
    @bytesandbikes Рік тому +2

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

  • @ndotl
    @ndotl Рік тому +4

    I like it. After I learn the basics, I will study this one as I ramp up my learning.

  • @osca1882
    @osca1882 Рік тому +1

    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!

  • @lordplebius483
    @lordplebius483 Рік тому +15

    Whats crazy is that the coding shots aren't even sped up.

    • @nhifgp
      @nhifgp 3 місяці тому +1

      Of course they are lmfao

  • @GTGTRIK
    @GTGTRIK Рік тому +1

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

  • @starlightnixie
    @starlightnixie Рік тому +5

    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 Рік тому

      the term 2.5d makes me want to die

    • @BoneMareOh
      @BoneMareOh Рік тому

      @@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 Рік тому

      ​@@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 Рік тому

      @@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 Рік тому

      @@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?

  • @Websitedr
    @Websitedr Рік тому +1

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

  • @DantalionNl
    @DantalionNl Рік тому +5

    I often end up seeing these videos pop up and feeling quite inadequate / imposter syndrome.

  • @user-hz4tc2pf3x
    @user-hz4tc2pf3x Рік тому

    I always complain about UA-cam becoming oversaturated and "I miss 2019" and then UA-cam is like BAM, new jdh video. Chill, but still entertaining. Keep up the great work!

  • @CainRG1
    @CainRG1 Рік тому +3

    This is great! I wish we could see John Carmack react to this, lol

  • @n9ne
    @n9ne Рік тому

    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.

  • @Christoph603
    @Christoph603 Рік тому +3

    Awesome job and as always well presented - thank you!

  • @rekware9320
    @rekware9320 Рік тому +1

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

  • @TheUKNutter
    @TheUKNutter Рік тому +6

    2:49 “Coding like it’s 1995”
    Uses const

  • @marscaleb
    @marscaleb 9 місяців тому

    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 5 місяців тому

      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,

  • @mayank4156
    @mayank4156 Рік тому +6

    People who make a game from scratch deserve all the respect in the world. Good job!

  • @shadoninja
    @shadoninja Рік тому +1

    This is the best "let's code" style video I have ever seen. Instant sub

  • @morfy2581
    @morfy2581 10 місяців тому +3

    Next: programming a first person shooter like it's 1895.

  • @85pphoenix
    @85pphoenix Рік тому +1

    I'd give anything to be back in the 90s

  • @quackcharge
    @quackcharge Рік тому +5

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

  • @NikkiMcMistie
    @NikkiMcMistie Рік тому

    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

  • @JazzyJustin
    @JazzyJustin Рік тому +3

    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  Рік тому +1

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

    • @Brahvim
      @Brahvim Рік тому

      Uhm, look at the OpenAL source code?

  • @Meme-et8ju
    @Meme-et8ju Рік тому

    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!

  • @erictalviste5793
    @erictalviste5793 Рік тому +9

    Not sure if this is asked before, but how long did this take you to make?
    Very cool!

  • @randomlassfromtheuk
    @randomlassfromtheuk Рік тому +1

    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 :)

  • @csgdV3
    @csgdV3 Рік тому +4

    Me in 1995:
    OMG this feels better than real life

  • @3DSage
    @3DSage Рік тому +1

    I love it! Great explanation :)

    • @atom1kcreeper605
      @atom1kcreeper605 3 місяці тому

      Im surprised this doesn't have 3000 like or something

  • @xinxu5305
    @xinxu5305 Рік тому +3

    I used to think I was a good coder. Then I found your channel. wow

  • @macrograms
    @macrograms Рік тому

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

  • @arnimlost
    @arnimlost Рік тому +4

    Can't wait for the among us dating sim

  • @RiverReeves23
    @RiverReeves23 Рік тому

    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.

  • @fristytron
    @fristytron 8 місяців тому +8

    The real question is: Can it run smoothly in a 386 at 33Mhz..?

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 5 місяців тому

      33 MHz is so arbitrary. What about Atari Jaguar?

    • @fristytron
      @fristytron 5 місяців тому +1

      @@ArneChristianRosenfeldt it is not arbitrary. 386 with 4mb of ram was the official minimum requirements for doom

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 5 місяців тому

      @@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 5 місяців тому

      @@ArneChristianRosenfeldt idk bro

  • @disembowler666
    @disembowler666 Рік тому

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

  • @pedroduran8927
    @pedroduran8927 Рік тому +3

    I'm a simple man, i see jdh uploads a new video, i click.

  • @toninjiric1102
    @toninjiric1102 Рік тому +1

    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!

  • @TheExtremeCube
    @TheExtremeCube Рік тому +3

    Bring us Among Us dating sim next please

  • @Fragorega
    @Fragorega Рік тому

    Wow. This may take my entire life to understand. So sooner I make a start the better.

  • @znefas
    @znefas Рік тому +4

    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 :)

  • @DerrickFargo
    @DerrickFargo Рік тому

    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.

  • @dreingames9137
    @dreingames9137 Рік тому

    0:24 "among us in space" this is such a good idea, i dont know why nobody has thought of this yet...

  • @Sidelobes
    @Sidelobes 2 місяці тому

    Super cool build-up - learned a lot, thank you for making this.

  • @WalletMonkeys
    @WalletMonkeys Рік тому

    I have no clue wtf you just did but I like it!

  • @ArtofWEZ
    @ArtofWEZ Рік тому +1

    As an artist this makes me hopeful for future with ai that people will still love a craft enough to try and learn it the traditional way.

  • @skope2055
    @skope2055 Рік тому +2

    I saw many implementations of doom, but this content is awesome.

  • @paulduvernet4012
    @paulduvernet4012 Рік тому

    Super well done video - with the exception of that maddening music loop.

  • @CrimsonSp33d
    @CrimsonSp33d Рік тому

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

  • @jarbarsi
    @jarbarsi Рік тому

    I appreciate that instead of just ending the video with the amount of progress you achieved, you spent the time to make 'spinach cat banana game', just to have something 'playable' for the end of the video. Entirely unnecessary as the engine so far is already super impressive, but also so much more of a satisfying end to the video lol.

  • @TimeTravelingFetus
    @TimeTravelingFetus Рік тому +1

    "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.

  • @dmeobbt
    @dmeobbt Місяць тому

    The genius of doom is that it runs on a 486 without floating point math. That is on another level :)

  • @OverrideTips
    @OverrideTips 7 місяців тому

    Bro you’re jacked… 3:50 my bois arms looking filled with coffee and creatine💪🏼💪🏼

  • @faisalwho
    @faisalwho 2 місяці тому

    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.

  • @bitlong4669
    @bitlong4669 Рік тому

    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.

  • @phat-kid
    @phat-kid Рік тому +1

    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 Рік тому

      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 5 місяців тому

      @@skylo706just need a dad who can navigate a library and order books as advertised in c’t magazine.

  • @Fezezen
    @Fezezen Рік тому

    I was thinking at the start "Hmm.. reminds me a lot of Bisqwit's video." Then I looked in the description, and there it is.

  • @ScarletSnake
    @ScarletSnake Рік тому

    Wow, above and beyond, way to go! Amazing work, subscribed and looking forward to more videos! 👏👏👏

  • @arkabiswas7842
    @arkabiswas7842 Рік тому +1

    Man, I hope one day I could get to your level of coding sir. Really awesome videos!

  • @Cubekid10.
    @Cubekid10. Рік тому +1

    Oh my god i thought this meant like in the scratch coding website thing and i was impressed but this is still insanely impressive