#phm#ryland grace#rocky the eridian#project hail mary spoilers




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None of you are normal sorry
Rest in power, Rebecca Heineman
Co-founder of Interplay, game developer, archivist, and fanfiction writer. Her knowledge and breadth of experience in the world of video game development might actually be best described as "everything".
While still a teenager, she copied cartridges and reverse-engineered Atari 2600 code. As a developer, she wore many hats: systems engineering, emulating, project lead, game and level developer, map designer, software reconstructor, audio engineering and playtesting. Some of her works include The Bard's Tale (1985) and Wasteland (1988). She also ported games, handled programming and was tasked with handling libraries and utilities for diverse systems. Some are Wolfenstein 3D (1995, Mac/3DO), Doom (1996, 3DO), Baldur's Gate II: Shadows of Amn (2001, Mac port). She made contributions to Borderlands 2 (2012) and Tiny Tina's Assault on Dragon Keep: A Wonderlands One-shot Adventure (2021). She also worked on a cancelled Mac OS Half-Life port. Rebecca co-founded Logicware in 1995, where she served as chief technology officer and lead programmer. In 1999, she co-founded Contraband Games and was chief executive officer. Rebecca was a software architect for Amazon and Bloomberg LP, facilitated training for Xbox 360 development and worked on kernel code for Sony's Playstation Portable and PS4. Per MobyGames, Rebecca has 123 credits on 67 titles.
When news broke that no one had the original Fallout source code - it was assumed destroyed because Interplay demanded employees destroy assets and code they didn't own - Rebecca announced she had archived it along with each and every game the studio worked on. Since 2008, she illustrated and wrote Sailor Ranko, a Sailor Moon and Ranma 1/2 crossover fancomic. In 1980, she was the first USA national esports champion when she won the National Space Invaders Championship held by Atari.
October 30, 1963 – November 17, 2025
Shout Out To The Fictional Black Girlies Part 4
30 Image limit hit again!!!
Part 1
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Graphics for the blog!
My friend ZombieComicsAura talks about webcomic topics on his YouTube channel. Recently Muskovites have recently brigaded him for his video talking about Musk's Nazi salute and how that effected reddit, especially the webcomic community there. Check out his video here.
idTechn't
I often see people, especially on YouTube, refer to the engine used in Wolfenstein 3D as "idTech 0", and likewise Doom is said to be "idTech 1". Popular convention so popular even Wikipedia uses it to some degree or another.
I respectfully disagree.
The engines used in Wolf3D and Doom are completely unlike each other, and in turn completely unlike Quake's.
Now, Half-Life was made based on Quake. This is common knowledge — they took QuakeWorld and bits of Quake II and that shortly after became known as GoldSrc. Then they developed the Source engine from that, and Source 2. And even without code access, just from watching others play, you can recognize that there's very specific things common to all of them, from bunny-hopping and other such typical schmovement, to famously the particular pattern in flickering lights.
There are many things in the Quake code that you can directly map to things in Source 2, via Source and GoldSrc.
Having seen the code for Wolfenstein 3D and Doom (and modded the former), I can honestly say that they are basically nothing alike. They are as different from each other as Quake is similar to Half-Life.
You'd have an easier time convincing me that Catacomb 3D and Wolfenstein 3D share a common engine, one being a (vast) improvement on the other but still sharing a ton of code.
I get it though.
idTech 4, the engine for Doom 3, was apparently actually called that when it was made. And it was id's fourth 3D game engine. It makes some sense to retroactively call the other four the same thing. Quake 3 Arena's engine becomes idTech 3, Quake's becomes idTech 2, Doom's becomes idTech 1, and then you run out and have to get cute with Wolfenstein 3D's engine becoming idTech 0.
But it's easier to trace a lineage from idTech 4 to 8, than it is to go back. Because from what I'm seeing Quake, Doom, and Wolfenstein have next to nothing in common besides being first person shooter games made by id software.