Announcement

Collapse
No announcement yet.

Duke Nukem 3D Code Review

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Duke Nukem 3D Code Review

    By Fabien Sanglard

    Since I left my job at Amazon, I have spent a lot of time reading great source code. Having exhausted the insanely good idSoftware pool, the next thing to read was one of the greatest game of all time: Duke Nukem 3D and the engine powering it named "Build".

    It turned out to be a difficult experience: The engine delivered great value and ranked high in terms of speed, stability and memory consumption but my enthusiasm met a source code controversial in terms of organization, best practices and comments/documentation. This reading session taught me a lot about code legacy and what helps a software live long.

    As usual I cleaned up my notes into an article. I hope it will inspire some of us to
    read more source code and become better engineers.

    Part 1: Overview.
    Part 2: Engine Internals.
    Part 3: Engine legacy.
    Part 4: Chocolate Duke Nukem 3D.

    I would like to thanks Ken Silverman for proof-reading this article: His patience and diligent replies to my emails were instrumental.
    The Hackmaster
Working...
X