There are already several episodes uploaded. The playlist is here: <a href="https://www.youtube.com/playlist?list=PLBKDuv-qJpTbCsXHsxcoSSsMarnfyNhHF" rel="nofollow">https://www.youtube.com/playlist?list=PLBKDuv-qJpTbCsXHsxcoS...</a>
I feel compelled to link to Michael Abrash's amazing and inspiring series of articles written when Quake was developed (don't know if there is a better link):<p>Ramblings in Realtime: <a href="http://www.bluesnews.com/abrash/" rel="nofollow">http://www.bluesnews.com/abrash/</a><p>I read this while I was in high-school and worked on my own 3D engine in parallel (inspired by Abrash's articles).<p>As this was written while quake was under development, you get the reel feeling of the challenges they went through during development. Through "beam trees", z-buffer, to finally end at the PVS and sorted edge rasterization and mip-mapping technique that made the whole thing wrong smooth enough in the end.<p>There is a similarly lengthy description of the considerations they had regarding shadow maps vs. e.g. gouraud shading.<p>Carmack and Abrash's experience is very much trial-and-error and that's inspiring, because you realize that they went down many dead ends in order to find the right way to solve the problems. It's not some sort of divine stroke of genius, but far more their determination that solves the problems in the end.<p>Of course Abrash also mentions some of the uglier hacks.
This looks to be similar to the Handmade Hero project (<a href="https://handmadehero.org/" rel="nofollow">https://handmadehero.org/</a>) which I love, but rather than building a modern RPG in the case of HH, Handmade Quake seems to be focused on rebuilding that familiar classic shoot-em-up, step-by-step, one line of code (and presumably one concept) at a time.
I'm sure the folks at id would be pleased, as they routinely opensource their games to share knowledge with others.<p>These two projects are as close to a game development masterclass as one can get.
What I find a bit disappointing is that this won't be a remake in the sense of writing the code in modern C99/C11, but rather a copy/paste with comments of the original code according to <a href="https://www.reddit.com/r/programming/comments/3xy110/announcing_handmade_quake/cy90vnl" rel="nofollow">https://www.reddit.com/r/programming/comments/3xy110/announc...</a> .
These two sentences seem to be in tension:<p>> It is named Handmade Quake thanks to the inspiration of the Handmade Dev community, and following the spirit of their manifesto, we will be starting with a blank Visual Studio project, nothing pre-written at all, and file by file, will turn it into the source code that id Software released to the world in late 1999.<p>> The main goal for this project is to show you how full video games are actually built.<p>Modern AAA games always seem to be written around a pre-written engine. Yes, the engine had to be written at some point, but it was likely a modified form of a pre-existing engine, and so on, iteratively, until you end up with a blank project you're writing in Turbo C or something similar which existed for MS-DOS in the later 1980s, pre-dating Quake.<p>My point is, modern AAA game development isn't clean slate. It's modification of existing code, which is a topic that seems rather under-emphasized in the introductory programming literature. It would be interesting to see some series of videos which were all about making a non-trivial change to some large codebase which has evolved for a few decades.
"The series will likely be starting right around the beginning of 2016"<p>I really hope you do this. I also suspect you have underestimated the incredible workload this will be, and this shouldn't receive any hype until you start delivering. It will likely take 1-2 days to edit and produce 1 hour of video, and making a full game along with making full, good quality videos, will take, well...good luck!
So this is another Handmade series that you need to extrapolate knowledge if you want to follow on Linux, right? Nothing against it, of course, but, since I'm new to game programming, trying to learn SDL as I learned this stuff back in Handmade Hero was a huge pain, I couldn't get past the 14th episode or so.
seems that at some point source will be here <a href="https://github.com/philipbuuck/HandmadeQuake" rel="nofollow">https://github.com/philipbuuck/HandmadeQuake</a>