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videogamepreservation
dukenukem3d
C++2017–2022
videogamepreservation / dukenukem3d · Archived

dukenukem3d

Duke Nukem 3D (1996) by 3D Realms Entertainment, Inc.

3Distinct people
4Mentions
0Explicit recommenders
331GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Duke Nukem 3D (1996) by 3D Realms Entertainment, Inc.

GitHub

Where it is used

No documented product use has been verified yet.

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

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 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 year4 dated mentions

Observed mentions: 2017-10-12 22:26:55 UTC to 2022-11-21 19:42:21 UTC.

0122017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20192020-01-01 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): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2022

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
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC101
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC202
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 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC101

What Hacker News says

4 sources
A while ago most people thought QuakeWorld was the first game to do client-side prediction. Carmack has a .plan from 1996 talking about it so there's a clear reference. But one day I went to the wiki page for client-side prediction and it said Duke Nukem 3D was first which I thought was curious, so I checked the reference on it and it was a recent interview with Ken Silverman - creator of the Build engine that DN3D ran on - which clearly stated DN3D was first: > "People may point out that Quake’s networking code was better due to its drop-in networking support, [but] it did not support client side prediction in the beginning,” he explains. “That’s something I had come up with first and implemented in the January 1996 release of Duke 3D shareware." Pretty unfair for Ken, I thought, that everyone’s got the wrong idea that it’s QuakeWorld. S
Read the rest
ince the source is available, with the help of Hacker News we even found the code for it in game.c[0]. To be a good citizen I went back over to the Wikipedia page and added a link to the source code to help solidify the claim. But while I was there I went back and read the interview again, and noticed a part I’d skimmed the first time: > "It kind of pisses me off that the Wikipedia page article on ‘client side prediction’ gives credit to Quakeworld due to a lack of credible citations about Duke 3D." I wondered if and when it had been changed from saying Duke 3D to QuakeWorld in the past (before eventually being changed back again sometime after the interview), so I went and had a look through the page history. It had been changed a few years ago due to lack of any citations. And the person who had removed it... was me. --- [0] https://github.com/videogamepreservation/dukenukem3d/blob/ef... See domovethings(), fakedomovethings(), and fakedomovethingscorrect().
In Alan MacMasters: How the great toaster hoax was exposed
I just did some busywork picking out what I think were the impact-wise most important games out of these (roughly half of them - super subjective :)), and then sorted them by release year, for your browsing pleasure!: Robotron: 2084 (1986) by Vid Kidz for the Atari 7800 https://github.com/videogamepreservation/robotron-7800 Galaga (1987) by Namco Limited for the Atari 7800 https://github.com/videogamepreservation/galaga-7800 Dig Dug (1987) by Namco Limited for the Atari 7800 https://github.com/videogamepreservation/digdug-7800 Centipede (1987) by Atari, Inc. for the Atari 7800 https://github.com/videogamepreservation/centipede-7800 Asteroids (1987) by Atari, Inc. for the Atari 7800 https://github.com/videogamepreservation/asteroids-7800 Ms. Pac-Man (1987) by General Computer Corporation for the Atari 7800 https://github.com/videogameprese
Read the rest
rvation/mspacman-7800 Commando (1989) by Capcom Co., Ltd. for the Atari 7800 https://github.com/videogamepreservation/commando-7800 Prince of Persia (1989) by Jordan Mechner for the Apple II https://github.com/videogamepreservation/princeofpersia Hovertank One (1991) by id Software, Inc. https://github.com/videogamepreservation/hovertank3d Wolfenstein 3D (1992) by id Software, Inc. for DOS https://github.com/videogamepreservation/wolf3d DOOM (1993) by id Software, Inc. https://github.com/videogamepreservation/doom Rise of the Triad: Dark War (1994) by Apogee Software, Ltd.: https://github.com/videogamepreservation/rott Beneath a Steel Sky (1994) by Revolution Software. https://github.com/videogamepreservation/bass Heretic (1994) by Raven Software https://github.com/videogamepreservation/heretic Gravity Force 2 (1994) by Bits Productions https://github.com/videogamepreservation/gravityforce2 Descent (1995) by Parallax Software Corp. https://github.com/videogamepreservation/descent Hexen: Beyond Heretic (1995) by Raven Software https://github.com/videogamepreservation/hexen Abuse (1995) by Crack dot Com https://github.com/videogamepreservation/abuse Duke Nukem 3D (1996) by 3D Realms Entertainment, Inc. https://github.com/videogamepreservation/dukenukem3d Descent II (1996) by Parallax Software Corp. https://github.com/videogamepreservation/descent2 Quake (1996) by id Software, Inc https://github.com/videogamepreservation/quake Quake II (1997) by id Software, Inc. https://github.com/videogamepreservation/quake2 Postal (1997) by Running With Scissors https://github.com/videogamepreservation/postal FreeSpace 2 (1999) by Volition, Inc. https://github.com/videogamepreservation/freespace2 Homeworld (1999) by Relic Entertainment https://github.com/videogamepreservation/homeworld Aliens versus Predator (1999) by Rebellion Developments Ltd. https://github.com/videogamepreservation/avp MechCommander 2 (2001) by FASA Studio https://github.com/videogamepreservation/mechcommander2 DOOM³ (2004) by id Software, Inc. https://github.com/videogamepreservation/doom3
In Video Game Preservation – An archive of commercial video game source code
I clicked your link and at first kind of brushed it off as dubious since the only linked source is a press article, but the article is an interview with Ken Silverman himself! So that's pretty credible. The source of the released game is available, so it should be possible to check, except that it's a huge mess (check out BUILD.C).[1] Seems weird that no-one has actually verified this when it could be the first game ever doing CSP. The only other sites I can find mentioning it are just quoting your linked Wikipedia page. [1] https://github.com/videogamepreservation/dukenukem3d
In John Carmack on QuakeWorld latency and business model (1996)

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