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psdoom-ng already works on "current Linux", no need to "port" it.

It's also extensible - you can easily replace the commands used by it to gather the process list and to kill processes, so you can make variations of it using different kind of data without even recompiling the game. Once at a game jam I made "fsdoom" this way - a file manager utility that let you delete files from your $HOME by killing monsters.



well, in the video there was talk about making it work on fedora 36. not sure what he had to do or if it was him who created psdoom-ng...

but that configurability is cool. fsdoom sounds like a great idea. but here too i'd like monster size be based on filesize, rooms based on folders...


> not sure what he had to do

He just had to learn how to launch it as root (which isn't required for it to work) while preserving access to graphics server from the user's session (and there are better ways to do it than what he shown). All his "fork" does is changing the README file.

> or if it was him who created psdoom-ng

Nope, just a random youtuber discovering a project from 1999.




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