Its older than some HN posters, but the GPLed DOOM source code was one I liked.
The performance reached by the game was considered impossible until Carmack did show us otherwise. So I expected lots of ASM and weird hacks, especially as compiler optimization wasnt as good as it is today.
Surprise, surprise, the thing was easy to read, easy to get going, easy to port, reasonablye documented . It has shown me what a goog balance between nice code and usable code is.
Actually, Hypeman is using this correctly in my opinion. We all knew the code would be good, it was only him that doubted it. So its not surprising to us, the reader, that the code is good.
You are reading cleaned up source code that only compiles and runs on Linux. That's why it looks nice.
Many thanks to Bernd Kreimeier for taking the time to clean up the
project and make sure that it actually works. Projects tends to rot if
you leave it alone for a few years, and it takes effort for someone to
deal with it again.
I didnt have interrnet at the time so I didn't check github 20 years ago ;-)
On the more serous side, i wanted to say something about the TODOs as example of the balance, but couldnt find any. I thought i was confusing with quake, but the cleanup might explain it better.
The performance reached by the game was considered impossible until Carmack did show us otherwise. So I expected lots of ASM and weird hacks, especially as compiler optimization wasnt as good as it is today.
Surprise, surprise, the thing was easy to read, easy to get going, easy to port, reasonablye documented . It has shown me what a goog balance between nice code and usable code is.
If you want tho browse: https://github.com/id-Software/DOOM