From DoomWiki.org

(Updated my bio info)
(Moar wiki links and minor stuff.)
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I'm Quasar, also known as James Haley. I'm the organizer of Team Eternity, and a principal author of the [[Eternity Engine]] and [[WinMBF]] [[source port]]s. Programming is my main forte, and so I tend to stick to things related to the original code, source ports, and highly technical issues. Don't be surprised to see me posting bits and pieces of the code to make a point ;)
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I'm Quasar, also known as James Haley. I'm the organizer of [[Team Eternity]], and a principal author of the [[Eternity Engine]] and [[WinMBF]] [[source port]]s. Programming is my main forte, and so I tend to stick to things related to the original code, source ports, and highly technical issues. Don't be surprised to see me posting bits and pieces of the code to make a point ;)
  
 
Amongst the work I have done on Eternity are several things that were, at the time, technological breakthroughs for the Doom engine:
 
Amongst the work I have done on Eternity are several things that were, at the time, technological breakthroughs for the Doom engine:
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* [[Special:Contributions/Quasar]]
 
* [[Special:Contributions/Quasar]]
  
In September 2008, our long-running effort to see the Heretic & Hexen source code rereleased under the GPL was successful. Thanks to Raven Software and in particular, James Monroe, for seeing the rerelease through.
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In September 2008, our long-running effort to see the [[Raven source code licensing|Heretic & Hexen source code]] rereleased under the {{wp|GPL}} was successful. Thanks to [[Raven Software]] and in particular, [[James Monroe]], for seeing the re-release through.
  
As of February 2011, my joint project with Kaiser to reverse engineer Strife and reconstruct its source code with the maximum possible fidelity to the lost original has come to fruition in the form of two beta releases of [[Chocolate Strife]], the latter of which boasts at least partial demo compatibility with the original executable.
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As of February 2011, my joint project with [[Samuel Villarreal (Kaiser)|Kaiser]] to reverse engineer [[Strife]] and reconstruct its [[Strife source code|source code]] with the maximum possible fidelity to the lost original has come to fruition in the form of two beta releases of [[Chocolate Strife]], the latter of which boasts at least partial demo compatibility with the original executable. An official release is also available now along with Chocolate Doom v2.0.0.
  
From January to September of 2011 I was intimately involved in the process of exporting this wiki from its original hosting arrangement to its new home on [http://mancubus.net/ MancuNET].
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From January to September of 2011 I was intimately involved in the [[Doom Wiki:Departure from Wikia|process]] of exporting this wiki from its original hosting arrangement to its new home on [http://mancubus.net/ MancuNET]. I am an admin and bureaucrat user (via [[User:SpiderMastermind|SpiderMastermind]]), so ask me if you need help with something.

Revision as of 10:03, 4 January 2014

I'm Quasar, also known as James Haley. I'm the organizer of Team Eternity, and a principal author of the Eternity Engine and WinMBF source ports. Programming is my main forte, and so I tend to stick to things related to the original code, source ports, and highly technical issues. Don't be surprised to see me posting bits and pieces of the code to make a point ;)

Amongst the work I have done on Eternity are several things that were, at the time, technological breakthroughs for the Doom engine:

  • I invented the concept of parameterized codepointers with dedicated argument fields (aka action functions).
  • I made the first codepointer capable of calling into a scripting engine.
  • I was the first to reach a full understanding of the R_MakeSpans crash due to scaling overflow that is present in every game based on Doom, leading to the implementation of 32-bit clipping arrays in EE (these were later superceded by/included within SoM's Cardboard renderer).
  • I created the Dynaseg system for Eternity which enables flawless rendering of polyobjects anywhere in a map.
  • I was instrumental in the creation of the UDMF standard for a new interchangeable map format that solves the problems of extension in modern sourceports.

Here are my contributions to the wiki:

In September 2008, our long-running effort to see the Heretic & Hexen source code rereleased under the GPL was successful. Thanks to Raven Software and in particular, James Monroe, for seeing the re-release through.

As of February 2011, my joint project with Kaiser to reverse engineer Strife and reconstruct its source code with the maximum possible fidelity to the lost original has come to fruition in the form of two beta releases of Chocolate Strife, the latter of which boasts at least partial demo compatibility with the original executable. An official release is also available now along with Chocolate Doom v2.0.0.

From January to September of 2011 I was intimately involved in the process of exporting this wiki from its original hosting arrangement to its new home on MancuNET. I am an admin and bureaucrat user (via SpiderMastermind), so ask me if you need help with something.