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keendreams
keen
C2014–2023
keendreams / keen

keen

Keen Dreams on Greenlight!

15Distinct people
16Mentions
0Explicit recommenders
2KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Keen Dreams on Greenlight!

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year16 dated mentions

Observed mentions: 2014-09-16 20:24:19 UTC to 2023-08-29 21:48:31 UTC.

02468102014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 9 mentions; 1 submissions, 8 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2023

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC918
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC101
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC101
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC211
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC211
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101

What Hacker News says

16 sources
I have been reading through the Commander Keen source code. https://github.com/keendreams/keen Sprites have precomputed shifted versions so they can be drawn with fewer than 8 pixels alignment. The number of cached sprite versions can be set per sprite, and ranges from 1 to 4, so sprites can never be placed at odd pixels. EGA has hardware scrolling to compensate for the 8 pixel wide bytes, where you set the ”pel panning register” to a value from 0 to 7. For some reason, Keen Dreams ANDs this with 6, removing the last bit. I’am guessing it is to avoid stuttering when the player sprite moves sideways at the same speed as the viewport is scrolling.
In Why did Windows 95 keep window coordinates at multiples of 8?
There's enough old Softdisk/id Software code released that you can trace the evolution of this RNG. First, check out Catacomb (1989). I think this is the oldest of Carmack's games for which source code has been released. This game uses a lagged fibonacci generator: https://github.com/FlatRockSoft/Catacomb/blob/master/CATASM.... This makes sense, it's a generator that requires little memory and no expensive operations such as multiplications. You'll probably also find it in Softdisk's Apple II releases. Carmack's first 3D game is Hovertank 3D, released in 1991. The LFG still exists, but now a "table-based RND generator" also appears. This seems to be the first appearance of the "Doom RNG". https://github.com/FlatRockSoft/Hovertank3D/blob/master/IDAS... The LFG is used when setting up the map, while the table-based is used for enemy AI duri
Read the rest
ng gameplay. Obviously every cycle counts when trying to do 3D on a 286. The same year also saw the release of Keen Dreams, in which only the table-based RNG survives: https://github.com/keendreams/keen/blob/master/id_us_a.asm (The state variables of the LFG are still defined, but the code is missing.)
In The random number generator of DOOM
The imperative game logic stuff would be about the same. If this happens, print this and that. If this key is pressed to these 5 things. You can't abstract those steps away. However, video, audio, input handling, and loading resources would be a lot simpler. E.g. take a look at the input manager: https://github.com/keendreams/keen/blob/master/id_in.c You also wouldn't have anything like this: https://github.com/keendreams/keen/blob/master/id_ca.c You'd put some resources in a list and that's all the caching you'd do. You should be able to do a game like this in less than 10k lines of Dart/TS/JS (2D Canvas, Web Audio, Gamepad API). Without using any external libraries or engines, that is. It also would be a lot easier to write, because all of the low level parts are gone.
In Commander Keen source code released

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