Re:Ask HN: What are the “best” codebases that you've encount...
by Wowfunhappy on Monday July 29, 2019 @06:35PM
(#20560182)
> and then laugh when you realize that the recent console ports were completely rewritten in fucking Unity. And the Switch version chugs, despite the original running well on 486-class hardware.
I wonder why they didn't just write an emulator, then. Especially on the Switch if there are performance issues.
Re:Ask HN: What are the “best” codebases that you've encount...
by cameronbrown on Monday July 29, 2019 @05:40PM
(#20559739)
Unity sucks but as a hobbyist game developer it is a godsend. The only other way I can support all the platforms I want to (Android, web, PC) is through Web APIs directly, and nobody likes more Electron.
Re:Ask HN: What are the “best” codebases that you've encount...
by bitwize on Monday July 29, 2019 @06:41PM
(#20560230)
SDL be like "am I a joke to you?"
Re:Ask HN: What are the “best” codebases that you've encount...
by JacobiX on Wednesday July 31, 2019 @04:53AM
(#20572673)
SDL is fine for cross platform development. Personally, I have used it for some commercial games in the past, but I think it's not comparable to Unity or unreal engine. SDL is not a game engine, it provides only lower level features (audio, opengl context initialization, joystick support, etc).
Even for things like in-game menus and text rasterisation you are on your own.
Re:Ask HN: What are the “best” codebases that you've encount...
by unixhero on Tuesday July 30, 2019 @03:14AM
(#20562721)
Well there is also Unreal Engine!
Re:Ask HN: What are the “best” codebases that you've encount...
by hermitdev on Monday July 29, 2019 @08:35PM
(#20561003)
I used NetBSD as a reference when I needed a cross platform strptime that behaved identical everywhere.
I found the source very approachable. Source was well laid out and fairly clear. Some of it was subjectively a bit ugly to just look at, but when you read it, it was very clear.
Couldn't use glibc as a reference because this in a closed source commercial product and, well, GPL.
Re:Ask HN: What are the “best” codebases that you've encount...
by ashafer on Monday July 29, 2019 @04:04PM
(#20558764)
I completely agree. I've gotten to work with both of these at my summer job and it's been an absolute pleasure.
Re:Ask HN: What are the “best” codebases that you've encount...
by tomsmeding on Monday July 29, 2019 @05:38PM
(#20559729)
You've gotten to work with both NetBSD and Doom in one summer job? Now I'm really curious what you've been doing. I think I may want that too.
Re:Ask HN: What are the “best” codebases that you've encount...
by ashafer on Tuesday July 30, 2019 @01:12AM
(#20562283)
My project was to port DOOM to the seL4 microkernel (on rpi3b+). To continue with that I’ve been porting NetBSD Rump kernel components to seL4 as well.
DOOM itself is a breeze to port. NetBSD can get confusing at times but it’s nice to know there’s always a logical reason behind the design decisions. It rewards you for spending time to understand the code and I like that. Rump kernels are especially cool.
It’s a myth that you can’t get paid to work on BSD ;)
Re:Ask HN: What are the “best” codebases that you've encount...
by bitwize on Monday July 29, 2019 @06:56PM
(#20560340)
Think about it. When you stand up a new ARM-processor embedded widget for the first time, what are two of the first things you do to verify it works?
1) Port NetBSD to it
2) Port Doom to it
Also -- the source code to Doom. Read it, marvel at its clarity and efficiency -- and then laugh when you realize that the recent console ports were completely rewritten in fucking Unity. And the Switch version chugs, despite the original running well on 486-class hardware.