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

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  • Опубликовано: 21 дек 2024

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  • @btarg1
    @btarg1 Год назад +4537

    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 +28

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

    • @qwke
      @qwke Год назад +32

      SDL.

    • @Drillgon
      @Drillgon Год назад +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 Год назад +14

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

    • @theairaccumulator7144
      @theairaccumulator7144 Год назад +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 Год назад +384

    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 9 месяцев назад +31

      Rollercoaster Tycoon was written entirely in Assembly.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 6 месяцев назад +6

      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 5 месяцев назад +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 5 месяцев 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 5 месяцев назад +18

      @@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 +1164

    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 +117

      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 +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 Год назад

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

    • @landonh123
      @landonh123 Год назад +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 Год назад

      Yeah same

  • @Rabbit-o-witz
    @Rabbit-o-witz Год назад +1641

    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 +207

      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 +245

      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 +62

      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 +67

      ​​@@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 +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.

  • @Edward135i
    @Edward135i Год назад +128

    "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 Год назад +13

      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.

    • @chrisalex82
      @chrisalex82 День назад +1

      and it still is, way faster

  • @That_0ne_Dev
    @That_0ne_Dev Год назад +3017

    This man is a coding monster

    • @jimsmith3715
      @jimsmith3715 Год назад +10

      legit

    • @chithiradiasseneviratne3562
      @chithiradiasseneviratne3562 Год назад +121

      @@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 +149

      @@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 +69

      @@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 +22

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

  • @Bisqwit
    @Bisqwit Год назад +346

    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 +116

      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 +43

      When two masters colide.

    • @undefBehav
      @undefBehav Год назад +14

      ​@@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 +507

    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 +253

      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 +13

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

    • @raul12300
      @raul12300 Год назад +17

      @@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 +859

    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 +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 Год назад +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 Год назад +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 Год назад +1

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

    • @The_Codemaster144k
      @The_Codemaster144k Год назад +5

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

  • @jamesonahill
    @jamesonahill Год назад +94

    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 +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 4 месяца назад +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.

  • @matthewlevenstein
    @matthewlevenstein Год назад +67

    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

  • @TriVoxel
    @TriVoxel Год назад +35

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

  • @Stingpie
    @Stingpie Год назад +62

    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 7 месяцев назад +2

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

    • @Stingpie
      @Stingpie 7 месяцев назад

      @@nickyp1435 ok, buddy.

  • @jeremym5331
    @jeremym5331 Год назад +33

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

  • @ContraHacker1337
    @ContraHacker1337 Год назад +14

    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 +22

    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

  • @abuk95
    @abuk95 Год назад +7

    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.

  • @moretti740
    @moretti740 Год назад +11

    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!

  • @jakehuang3545
    @jakehuang3545 Год назад +558

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

    • @silbdanny440
      @silbdanny440 Год назад +5

      Thats true

    • @Ziedmac
      @Ziedmac Год назад +25

      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

  • @Lim95
    @Lim95 Год назад +22

    babe wake up new jdh upload

  • @dewaard3301
    @dewaard3301 Год назад +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 Год назад +11

      You kinda need one more thing though: Time.

    • @bukeschmenzell
      @bukeschmenzell Год назад

      @@tonig2757and lots and lots of patience

    • @Todomo
      @Todomo Год назад +2

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

    • @dewaard3301
      @dewaard3301 Год назад +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 11 месяцев назад

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

  • @arial_01
    @arial_01 Год назад +73

    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?

  • @superduper6090
    @superduper6090 Год назад +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

  • @lordplebius483
    @lordplebius483 Год назад +18

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

    • @nhifgp
      @nhifgp 4 месяца назад +1

      Of course they are lmfao

    • @Atomz09
      @Atomz09 23 дня назад

      @@nhifgpslow poke

  • @carterisonline
    @carterisonline Год назад +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 Год назад +1

      Or you could just cap the player's speed.

    • @carterisonline
      @carterisonline Год назад +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  Год назад +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 Год назад +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 Год назад +2

      You sharpshooting me, boy? - jdh

  • @opfez
    @opfez Год назад +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!~

  • @DipsAndPushups
    @DipsAndPushups Год назад +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 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 !

    • @DipsAndPushups
      @DipsAndPushups Год назад +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 Год назад +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  Год назад +27

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

    • @erc0re526
      @erc0re526 Год назад +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 Год назад +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 Год назад +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 9 месяцев назад +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 3 месяца назад

      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 3 месяца назад

      @@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 Месяц назад

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

  • @Grimm-hb7ek
    @Grimm-hb7ek Год назад +19

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

  • @julkiewitz
    @julkiewitz Год назад +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

  • @DwipMakwana
    @DwipMakwana 3 месяца назад +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 =)

  • @cubeflinger
    @cubeflinger Год назад +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.

  • @kenan2386
    @kenan2386 Год назад +4

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

  • @erik-fisher
    @erik-fisher Год назад +7

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

  • @StaticallyIncorrect
    @StaticallyIncorrect 2 месяца назад +3

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

  • @ndotl
    @ndotl Год назад +4

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

  • @some1and297
    @some1and297 Год назад +2

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

  • @BareMetalProgramming
    @BareMetalProgramming Год назад +5

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

  • @jsierra88
    @jsierra88 Год назад +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.

  • @starlightnixie
    @starlightnixie Год назад +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 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?

  • @AstroSamDev
    @AstroSamDev Год назад +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 Год назад +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 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 +9

      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.

  • @quincyames2014
    @quincyames2014 Год назад +6

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

  • @user-hz4tc2pf3x
    @user-hz4tc2pf3x Год назад

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

  • @m0ment219
    @m0ment219 7 месяцев назад +3

    0:25 The ideas list 💀💀

  • @HeavyLiftSkilling
    @HeavyLiftSkilling 9 месяцев назад +1

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

  • @najibramadan2555
    @najibramadan2555 Год назад +12

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

  • @jarbarsi
    @jarbarsi Год назад

    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.

  • @morfy2581
    @morfy2581 11 месяцев назад +3

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

  • @Websitedr
    @Websitedr Год назад +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.

  • @TheUKNutter
    @TheUKNutter Год назад +6

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

  • @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.

  • @Christoph603
    @Christoph603 Год назад +3

    Awesome job and as always well presented - thank you!

  • @marscaleb
    @marscaleb 10 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 6 месяцев 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,

  • @mayank4156
    @mayank4156 Год назад +6

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

  • @howtoavenge1016
    @howtoavenge1016 8 дней назад

    i love that you essentially recreated the doom engine to a t, love it love it love it

  • @CainRG1
    @CainRG1 Год назад +3

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

  • @3DSage
    @3DSage Год назад +1

    I love it! Great explanation :)

    • @atom1kcreeper605
      @atom1kcreeper605 4 месяца назад

      Im surprised this doesn't have 3000 like or something

  • @quackcharge
    @quackcharge Год назад +5

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

  • @disembowler666
    @disembowler666 Год назад

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

  • @DantalionNl
    @DantalionNl Год назад +5

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

  • @GTGTRIK
    @GTGTRIK Год назад +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.

  • @csgdV2
    @csgdV2 Год назад +4

    Me in 1995:
    OMG this feels better than real life

  • @osca1882
    @osca1882 Год назад +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!

  • @erictalviste5793
    @erictalviste5793 Год назад +9

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

  • @rekware9320
    @rekware9320 Год назад +1

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

  • @JazzyJustin
    @JazzyJustin Год назад +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  Год назад +1

      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?

  • @bytesandbikes
    @bytesandbikes Год назад +2

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

  • @arnimlost
    @arnimlost Год назад +4

    Can't wait for the among us dating sim

  • @OverrideTips
    @OverrideTips 8 месяцев назад

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

  • @xinxu5305
    @xinxu5305 Год назад +3

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

  • @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...

  • @pedroduran8927
    @pedroduran8927 Год назад +3

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

  • @toninjiric1102
    @toninjiric1102 Год назад +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!

  • @fristytron
    @fristytron 9 месяцев назад +8

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

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 6 месяцев назад

      33 MHz is so arbitrary. What about Atari Jaguar?

    • @fristytron
      @fristytron 6 месяцев назад +1

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

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 6 месяцев 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 6 месяцев назад

      @@ArneChristianRosenfeldt idk bro

  • @shadoninja
    @shadoninja Год назад +1

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

  • @TheExtremeCube
    @TheExtremeCube Год назад +3

    Bring us Among Us dating sim next please

  • @granie300
    @granie300 Год назад +2

    Nice to see you upload again

  • @znefas
    @znefas Год назад +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 :)

  • @tinkerwithstuff
    @tinkerwithstuff Год назад +1

    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 6 месяцев назад

      Let’s say that you are in a small chamber looting , does Doom go over all the sectors hidden by the nearby walls?

  • @Sidelobes
    @Sidelobes 3 месяца назад

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

  • @randomlassfromtheuk
    @randomlassfromtheuk Год назад +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 :)

  • @phat-kid
    @phat-kid Год назад +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 Год 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 6 месяцев назад

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

  • @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!

  • @faisalwho
    @faisalwho 3 месяца 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.

  • @skope2055
    @skope2055 Год назад +2

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

  • @ripmeep
    @ripmeep Год назад +1

    I learnt 2 really important things in this video:
    1) Banana has no AI
    2) Banana needs no AI
    Thank you.

  • @toxic_shr00m
    @toxic_shr00m Год назад +2

    this is unbelievably rad

  • @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.

  • @CrimsonSp33d
    @CrimsonSp33d Год назад

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

  • @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.

  • @macrograms
    @macrograms Год назад

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

  • @dmeobbt
    @dmeobbt 2 месяца назад

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

  • @NikkiMcMistie
    @NikkiMcMistie Год назад

    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

  • @paulduvernet4012
    @paulduvernet4012 Год назад

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

  • @85pphoenix
    @85pphoenix Год назад +1

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

  • @ArtofWEZ
    @ArtofWEZ Год назад +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.

  • @Fezezen
    @Fezezen Год назад

    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.

  • @sewerside01142
    @sewerside01142 Год назад +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.

  • @mihailvd
    @mihailvd Год назад +1

    You, sir, are brilliant! ❤ I enjoyed this video so much!