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How Id built Wolfenstein 3D using Commander Keen tech

343 点作者 Impossible将近 6 年前

20 条评论

Jayschwa将近 6 年前
Hovertank and Catacomb, the games between Keen and Wolfenstein, are both open-sourced:<p><a href="https:&#x2F;&#x2F;github.com&#x2F;FlatRockSoft&#x2F;Hovertank3D" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;FlatRockSoft&#x2F;Hovertank3D</a><p><a href="https:&#x2F;&#x2F;github.com&#x2F;CatacombGames&#x2F;Catacomb3D" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;CatacombGames&#x2F;Catacomb3D</a><p>I&#x27;m the current owner of the Catacomb games, and have been working on improving and porting them in my spare time (not publicly available yet, but will be When It&#x27;s Done). Fabien&#x27;s Game Engine Black Book has been an invaluable resource for me. I highly recommend it!
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leshokunin将近 6 年前
It can’t be understated how much impact Wolfenstein 3D and Doom had. Commander Keen was already quite the tech demo, with scrolling on a PC without dedicated hardware; the most advanced platforming you’d see at the time would be Price of Persia.<p>Wolf 3D felt like a next gen tech demo out of time. It was great fun, it was violent, it looked unlike anything else (besides Ultima Underworld). Of course, that monumental achievement looks insignificant when compared with Doom, which single-handedly added stairs, different floors, multiplayer (!) and modding.<p>Most of us here work in software. To see software so casually come in, introduce never seen before concepts, it’s so impressive to me. I don’t think That I know of something having quite this impact in other aspects of software.
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doomlaser将近 6 年前
Impressive id went through development of Quake 3 with no version control.<p>When I was interning at Apple back in the day I had a side project of porting wolf3d to OS X, and it was the first occasion I had where I came to admire John Carmack&#x27;s code directly. His game source code is something I recommend checking out to coders interested in gamedev.<p>Also, I have fond memories of poking around making DOS experiments in Borland C++ as a teen.<p>But speaking of version control — I guess that&#x27;s just how things were done in the 90s. I read recently that not only was Final Fantasy 7 developed and shipped without it, but Squaresoft contemporaneously lost the final PlayStation source code and art assets. The studio contracted to port it to PC was supplied with a mishmash of non-final code and assets.
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cgrealy将近 6 年前
&quot;We didn’t have a version control system. Surprisingly, we went all the way to Quake 3 without one, then we started using Visual Source Safe.&quot;<p>That is both impressive and terrifying. I&#x27;m old enough to remember when I first started using VSS, and being amazed at how awesome source control was :D<p>These days, it&#x27;s hard to look back at SourceSafe with anything other than horror....
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bluedino将近 6 年前
&gt;&gt; Everybody was working witht he best PC money could buy, a high end 386DX&#x2F;33MHz with 4MB of RAM<p>According to a May 15, 1990 issue of PC Magazine, that was a $3,500-4,000 USD machine back then.<p>Used to develop Wolf3D, but only good for about 8fps when Doom (ID&#x27;s next hit) came out.
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snvsn将近 6 年前
&quot;Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture&quot; has an excellent account of how Romero and Carmack built these games.
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bitwize将近 6 年前
A version of Keen&#x27;s tile editor was used to create maps for games as recent as <i>Rise of the Triad</i>, which was itself built on a modified Wolfenstein engine.
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filereaper将近 6 年前
John Romero mentions this in his talk - &quot;The Early Days of Id Software&quot;<p><a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=KFziBfvAFnM" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=KFziBfvAFnM</a>
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LocalH将近 6 年前
Interesting how they make sure to mention the use of 320x200 during graphic editing to maintain proper aspect ratio, then display screenshots from the game in improper aspect ratio
bcheung将近 6 年前
Wow, those screenshots bring back memories. Used that same exact IDE to make games when I was a kid. It was an amazing time to be programming.
scarface74将近 6 年前
And notice that they used an IDE. So that kind of gives credence to the idea and the HN meme that “10x developers don’t use IDE’s” is BS....
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QuadrupleA将近 6 年前
Great article - cool to get an inside look at tools, IDE environments, art sketches etc.<p>Such an exciting time for PC games, with ID way out at the forefront - highly recommend the Masters of Doom book mentioned in the article too, it&#x27;s a deep dive into the making and eventual impact of Doom. Great snapshot of the ID guys and of that time period.
m12k将近 6 年前
For anyone curious about the technical details, there&#x27;s a decent description of how Adaptive Tile Refresh works in the wikipedia article: <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Adaptive_tile_refresh" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Adaptive_tile_refresh</a>
btilly将近 6 年前
I remember playing Wolfenstein 3D for many hours back in grad school.<p>Then Doom came out, and I found out the hard way that I get motion sickness from playing immersive games with good graphics. :-(<p>I&#x27;ve not been able to play first person shooters since. But I sure loved Wolfenstein 3D.
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mobilemidget将近 6 年前
These two titles in one sentence, make me wonder how a 3d shooter version of Commander Keen would be with current day graphics.....
acjohnson55将近 6 年前
My dad brought copies of both of these games home on floppy disk, which is what got me into computers.
x3ro将近 6 年前
Shameless plug: this reminds me of how I once spent an afternoon compiling the open sourced version of Keen Dreams using Borland C++ 3.1 :D<p><a href="http:&#x2F;&#x2F;x3ro.de&#x2F;2014&#x2F;09&#x2F;18&#x2F;keen-dreams-dosbox.html" rel="nofollow">http:&#x2F;&#x2F;x3ro.de&#x2F;2014&#x2F;09&#x2F;18&#x2F;keen-dreams-dosbox.html</a>
Yajirobe将近 6 年前
What is the blue-yellow IDE&#x2F;editor called?
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Endy将近 6 年前
I miss Keen.
m3kw9将近 6 年前
Now that’s a flex!