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I think the code bases prove it in their own right... When I look at how many games Raven was able to churn out with the Quake 3 engine (and most of them were
by to11mtm 7y ago
I think the code bases prove it in their own right...
When I look at how many games Raven was able to churn out with the Quake 3 engine (and most of them were pretty good! Elite Force and Soldier of Fortune are both games that I remember quite fondly).
Carmack saw the value of clean code in providing a quality experience. I'd also wager that was a big part in their ability to iterate on the engine so quickly.
> Wolfenstein doesn't seem to have much structure to it at all. Doom is still a mess of global variables and ugly code.
Part of me asks how much of that was by necessity, and by that I mean whether some of those things were intended as ways to get every last bit of performance out of the code (especially things like globals, and for something as old as wolf3d one starts to also ask about things like segments shudder)