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Quake 1 port for Apple Watch
- IdeaVoid 4y agoQuake 1 port for Apple Watches that uses software rendering and has mostly working audio playback. Runs shareware and registered versions of the game with optional “cd” audio. https://www.youtube.com/watch?v=89TAt72eYt4 https://www.youtube.com/watch?v=89TAt72eYt4 (Series 5 gameplay video) This port started from the original Quake Watch port by Tomas "MyOwnClone" Vymazal. Changes by ByteOverlord: Save and load game on watchOS Music playback ("cd" audio) Camera look and tweaked controls Autosaving options Map quick select and cheats screens Automatic native resolution on watches
- rkagerer 4y agoWow! How long does battery life last while playing?
- IdeaVoid 4y agoNot yet tested. Will inform if there is time to test.
- deleted 4y ago[deleted]
- RulerOf 4y agoHow long can I go before I have to rebuild the app to my watch? This is one of those things I'd love to install and play around with like, twice a year, but I suspect I have to reinstall it every 7 days to keep it working unless I pay an Apple dev tax.
- photoGrant 4y agoI'm so thoroughly impressed with the speed!
- justapassenger 4y agoSerious question - why? Quake 1 is 25 years old game. It ran good on first Pentium. Apple Watch CPU is much more powerful. I’m not saying it’s not cool. But it should be fast.
- photoGrant 4y agoI suppose because I've seen my Apple Watch struggle with the most basic of things. Like displaying a text message, or scrolling through a full set of apps. It's never felt like a speedy device, and seeing something render so smoothly like this gave a contrast to how I usually feel. That help?
- deleted 4y ago[deleted]
- nsxwolf 4y agoThe first gen watch was very much like the first gen iPhone - a cool tech demo on underpowered hardware. It was supported far too long, and with its final updates it was barely suitable as a timepiece. It couldn’t handle the most basic of tasks, like receiving messages or playing MP3s on your AirPods.
- pjmlp 4y agoThat is quite surprising given that a Pentium 166MHz had zero issues playing mp3s in winamp, 1998 hardware.
- boardwaalk 4y agoI was half expecting this to have gyro controls so you could look like a madman while "arm looking". Really neat, in any case.
- rhaksw 4y agoThe original project does that, https://youtu.be/cPC2o262TfQ?t=26 https://youtu.be/cPC2o262TfQ?t=26 https://github.com/MyOwnClone/quake_watch https://github.com/MyOwnClone/quake_watch
- speedgoose 4y agoBy the way, it looks like you forgot to disable flux or similar before taking some of the screenshots. They are an bit orange. To continue on this topic, blue light filters may look pleasing to some but it’s not sure whether they do have an effect: https://onlinelibrary.wiley.com/doi/full/10.1111/opo.12406 https://onlinelibrary.wiley.com/doi/full/10.1111/opo.12406
- pmarreck 4y agothey absolutely have an effect, I know firsthand
- angus-g 4y agoEven if they don't have the claimed sleep-related benefits, surely they can't cause any harm (except for slightly orange screenshots!)
- speedgoose 4y agoTrue. We can tolerate orange screenshots if it makes some people feel better. Even if it’s a placebo effect. One study found out that people using such blue light filters tend to have more screen exposure at night. Perhaps they think the filter allow them to watch more the screen, which may not be good. https://pubmed.ncbi.nlm.nih.gov/32197951/ https://pubmed.ncbi.nlm.nih.gov/32197951/
- kroltan 4y agoOr do people use blue light filters to try and remedy their preexisting extra screen time? (I don't have access to the article text and the abstract just seems to point the correlation)
- speedgoose 4y ago> Lastly, we analyzed the use of blue-light filters, according to an answer to a simple question: whether participants did or did not use a specific filter for filtering blue-light on their screens. Only 10.6% of the sample (N1⁄474) reported using filters, whereas 622 parti- cipants did not. The most prevalent means of filtering blue light were f.lux (Windows) and Twilight (Android) software. No significant dif- ferences were observed for all sleep-related variables mentioned in the previous analyses. A statistical trend was found for the duration of sleep on workdays (489 vs. 461 minutes, t1⁄43.595, p1⁄40.058, Cohen's d1⁄40.23), meaning those that used blue-light filters slept in average approximately 28 minutes longer on a workday than those that did not use any means of filtering blue-light. No other differences were observed. An interesting finding, however, is that the group of people who use filters had more (albeit without statistical signifi- cance) total screen exposure (8.6 vs. 8.3 hrs) on average and more screen exposure on PC (4.3 vs. 3.6 hrs) and mobile devices (3.6 vs 3.4hrs), but less exposure to TV (0.7 vs. 1.2 hrs). The article is quite positive about blue lights and presents excuses for its findings in the discussion. They ask for a better study with more participants and more samples. It also cite an interesting paper about patients with insomnia, so not the average hacker, who benefits from blue light filters to sleep better: https://www.tandfonline.com/doi/full/10.1080/07420528.2019.1692859 https://www.tandfonline.com/doi/full/10.1080/07420528.2019.1... (I have access to these papers from work but there is a very convenient and famous website that we aren’t supposed to name on HN).
- revskill 4y agoThe code is so simple to read. Thanks for the inspiration.
- sillysaurusx 4y ago
- charcircuit 4y agoNetwork compression is already a thing that is studied and forms of it are already used in production neural net models where latency / cost is important. The way pruning works is not like how a "megatexture" works.
- jojobas 4y agoI think he's talking about lossy compression with some sort of high-importance areas where losses are minimized.
- NavinF 4y agoI have some experience with ML and I have no idea what you're talking about. It kinda sounds like neural architecture search and sparse models created using weight pruning. Lots of people are working on both of those things, but IMO the latter (if that's what you mean by "Can you add weights non uniformly?") is a dead end for most use cases where you have some sort of accelerator or deep learning instructions available like on every modern desktop, laptop, phone, and server. Models that use their weights "efficiently" in terms of FLOPs tend to perform like crap on real hardware.
- sillysaurusx 4y agoI’m unfortunately the sickest I’ve been in years, so this will have to wait. Maybe it’s part of why my comment sounded strange. There is an idea here, and it’s a mistake to dismiss it out of hand. Adding weights non uniformly during training (not after) is the key to smaller models that outperform present day GPT3. A sketch of the algorithm is to start with a 2x2 block of weights, sum the gradients across 10 training steps, then subdivide the quadrant with the highest delta. Doing this recursively is prohibitive, which is where megatexture comes in. Many advantages. At runtime you don’t need weight compression because you can simply switch to a lower miplevel if running on a phone. Different accelerators during training can focus on different areas of the network. Weight dropout is an automatic feature. Etc. If you’ll excuse me, it’s back to hugging the porcelain bowl.
- piersj225 4y agoPrevious discussion https://news.ycombinator.com/item?id=32747067 https://news.ycombinator.com/item?id=32747067
- deleted 4y ago[deleted]
- jonplackett 4y agoQuake port for ________ is one of the most guaranteed HN #1s out there.
- codetrotter 4y agoAs it should :)
- BirAdam 4y agoIn my most recent experience, BeOS does as well. Just imagine if someone did a new Quake port for BeOS...
- reaperducer 4y agoQuake port for ________ is one of the most guaranteed HN #1s out there. "Quake port" is the new "Beowulf cluster"
- uvesten 4y agoYes! Now I know what I’m doing tonight.
- joeevans1000 4y agoAmazing... and what awesome documentation on the repo.
- js4ever 4y agoQuake 1 was roughly 80mb once installed. Why this version is taking 1gb?
- andai 4y agoWhat Moore giveth, Gates taketh away...
- smcl 4y agoBill Gates had a hand in Apple’s Watch OS?
- jamesgreenleaf 4y agoLet us consult the Book of Jobs.
- iquerno 4y agoSo, Lord "Objective-C" Swift's binary blob size is harder to beat than Quake?
- deleted 4y ago[deleted]
- andrekandre 4y agolooks like music (.wav) files...? from the github: > Extract game music from the gog game files: bchunk -w “game.gog file location” “game.cue file location” track (Music tracks will extract in to current working directory (track02 -track11.wav).)
- bluedino 4y agoOriginal soundtrack was streamed from the CD. Seems like compressing to mp3 would be a big help
- _ph_ 4y agoThis is so cute and cool! While I don't know, whether I want to play long Quake sessions on my watch, it shows that the Apple watch is a quite powerful compute device. Actually, it should be more powerful than most workstations of the 90ies, as it has a dual-core 64bit Processor. It also shows, how much the watch and some other Apple devices are held back by the software restrictions. Basically any software released in the 90ies should run easily on the watch. Of course, due to the small screen size and the lack of a keyboard, a totally different UI would be needed, but if people were really free to experiment and distribute, a huge field of new software could be opened.
- kemiller 4y agoTBH I would say in the case of the watch, it's held back much more by energy budgets than software; the software is just enforcing that. It's cute that you can run Quake on it, but for how long before it killed the battery? 20 mins? You can see Apple pushing the bounds of what it can get away with and still maintain acceptable battery life from generation to generation.
- Pulcinella 4y agoYeah you can’t directly use Metal or MetalKit on the watch, so you can’t do completely custom rendering of anything in the GPU (which is why this port has to use software rendering), but even if you could would probably just be blowing through the battery in under an hour. SceneKit is available. Not sure what the battery life is like when it’s used for anything other than displaying a simple 3D model briefly (e.g. like the fitness medals).
- Terretta 4y agoWho is stopping you from doing what exactly? What would be true if you were not stopped? Who is not free to experiment and distribute? What does the huge field consist of?
- snoot 4y agoI second this - people keep making this claim, but I haven’t heard anyone articulate what would come into existence, especially since whatever it is could presumably be made on Linux.
- Maursault 4y agoFor those that prefer not to leave a mess on their file system, nor have default permissions changed and security degraded, nor have Google Analytics snooping on them, would prefer access to upwards of six times as many packages, would prefer an easy choice between binary install and full source build including dependencies built from source, and would prefer a more recent version (1.6 < 1.6.1), and/or are a recovering alcoholic, innoextract has been available on MacPorts[1] since January 2019. [1] https://www.macports.org/install.php https://www.macports.org/install.php
- bartread 4y ago> For those that prefer not to leave a mess on their file system ... innoextract has been available on MacPorts[1] since January 2019. Speaking of making a mess, instead of somewhat vague sniping, you could have made it clear that your beef is with Homebrew, rather than risking the impression that it's with this neat Quake 1 port. Because at the moment you have the top rated comment and it looks like you're slagging off this project rather than making a potentially valid argument for Macports over Homebrew. The project author probably chose Homebrew because they already knew how to use it, it works, and they were more interested in making their Quake port than with evaluating different package managers. People make these kinds of choices all the time, particularly with side projects where they only have limited time to work on them.
- Maursault 4y ago> it looks like you're slagging off this project rather than making a potentially valid argument for Macports over Homebrew. It looks like you're personally attacking me rather than speaking to any argument I may have made. > The project author probably chose Homebrew because they already knew how to use it, it works, and they were more interested in making their Quake port than with evaluating different package managers. People make these kinds of choices all the time, particularly with side projects where they only have limited time to work on them. As I made no mention of the author nor the project, and no one but the author knows the reasons for their choices, this is a mind-reading fallacy wrapped in a straw man.
- 4y ago
- martin-adams 4y agoReminds me of when I got GTA 3 working on an Android watch. Here's s video of it in action: https://twitter.com/Martin_Adams/status/860604357028577282?s=20&t=cTXTp2_pBH1-nCrx63RmbQ https://twitter.com/Martin_Adams/status/860604357028577282?s...
- ant6n 4y agoYou mean you managed to install the Official Android port of gta 3 on an Android device? How much actual coding did this involve?
- exabrial 4y agoAnd here I am just hoping someday for a quake3 or Team Fortress port to latest MacOs…………..
- _joel 4y agohttps://ioquake3.org/ioquake3/legacy-and-m1-macos-ioquake3-support/ https://ioquake3.org/ioquake3/legacy-and-m1-macos-ioquake3-s... ?
- low_tech_punk 4y agoNice work! How about Quake on Amazon Echo + Alexa? Build it like a Text Adventure but use NLP + Computer Vision to describe the scene and you shoot and move by describing what you want. Great for people with poor vision or has a nostalgia for the 80s.
- reaperducer 4y agoIt makes me think that doing Zork on an Alexa shouldn't be tremendously hard. I don't know diddly-squat about programming for Alexas, but if my local TV station can do it, anyone probably can.
- lavventura 4y agoThere is no way you can complete Quake on Nightmare using Apple Watch.