18 results for "c60c3739155a80207bc88c936e158dfa"
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>>106233530
I work on this instead
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Opensource games.
That's my wheel house.

In Free software it was explained to us that we were "all in this together"
Also nothing was removed when I joined linux: and all good things were put in.

Now linus has abandoned the hackers who he asked to work on linux since 1993; and instead has buddied up with wage workers from microsoft, intel, and google. Essentially slaves.

Nothing any hacker creates can get into the kernel anymore.
This change started around the time Linus rejected PaX/Grsecurity around 2008, while lauding the intel woman usb driver committer
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QuakeC chaos_sque does not have 65k global variables
>Why string literals and numbers are considered "global" in QuakeC
>In QuakeC, string literals and numbers are often conceptually global because of how the Quake engine handles data storage and access:
>1. String literals
>
> String literals (e.g., "Hello world") are stored in a read-only section of the data segment within the Quake engine, according to Substack. This means they are immutable and exist for the entire duration of the game, rather than being created and destroyed on the stack for each function call.
> When a string literal is used multiple times, the compiler or engine often stores only one copy in memory and directs all references to that single location. This makes them globally accessible in a practical sense, as any part of the code can reference the same literal without creating new instances.
> QuakeC also features built-in functions like ftos (float to string) and vtos (vector to string) that generate temporary strings. These strings are stored in a dedicated buffer and only last for the duration of the function call within the Quake engine.
>
>2. Numbers (floats)
>
> The primary numeric type in QuakeC is float. These are 32-bit floating-point numbers.
> Similar to string literals, when a literal number (like 128) is used in QuakeC code, the Quake engine's data handling often treats these as globally accessible constants. They exist as part of the overall game state accessible to the QuakeC code.
> The progs.dat file, containing the compiled QuakeC code, includes a "Definitions data" section storing floating-point values, integers, and vectors. These are generally available throughout the QuakeC environment.
>
>In summary, the "global" nature of string literals and numbers in QuakeC stems from their storage in dedicated memory areas and their accessibility throughout the game engine's execution, rather than being confined to specific function scopes or requiring explicit dynamic allocation and deallocation.
QuakeC chaos_sque does not have 65k global variables
>Why string literals and numbers are considered "global" in QuakeC
>In QuakeC, string literals and numbers are often conceptually global because of how the Quake engine handles data storage and access:
>1. String literals
>
> String literals (e.g., "Hello world") are stored in a read-only section of the data segment within the Quake engine, according to Substack. This means they are immutable and exist for the entire duration of the game, rather than being created and destroyed on the stack for each function call.
> When a string literal is used multiple times, the compiler or engine often stores only one copy in memory and directs all references to that single location. This makes them globally accessible in a practical sense, as any part of the code can reference the same literal without creating new instances.
> QuakeC also features built-in functions like ftos (float to string) and vtos (vector to string) that generate temporary strings. These strings are stored in a dedicated buffer and only last for the duration of the function call within the Quake engine.
>
>2. Numbers (floats)
>
> The primary numeric type in QuakeC is float. These are 32-bit floating-point numbers.
> Similar to string literals, when a literal number (like 128) is used in QuakeC code, the Quake engine's data handling often treats these as globally accessible constants. They exist as part of the overall game state accessible to the QuakeC code.
> The progs.dat file, containing the compiled QuakeC code, includes a "Definitions data" section storing floating-point values, integers, and vectors. These are generally available throughout the QuakeC environment.
>
>In summary, the "global" nature of string literals and numbers in QuakeC stems from their storage in dedicated memory areas and their accessibility throughout the game engine's execution, rather than being confined to specific function scopes or requiring explicit dynamic allocation and deallocation.
Jeremy Bicha is welcome in ChaosXAnthology
Jeremy Bicha is welcome in ChaosXAnthology.
Free Software progammers are welcome.
Richard Matthew Stallman is welcome.
Do nothings like Brian "we need censorship on the net" Lunduke are not, since he does not program Free Software. Same with other christian-feminists that do not program Free Software.

YHWH allows child brides.
Xlibre is nice.
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>Screaming, screaming for vengance
>the world is a funeral pyre
>Screaming, screaming for vengance
>I'll burn till my body's on fire

https://voca.ro/1g0Uccuv0xCb
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Feminists block me from free software
I would like more free software programmers to help me with this: specifically adding more 3d map model formats that can be used, since I did a few.
In the past they, the hackers, were happy to program free software with me.
Now feminists and their faggot friends block me from talking to anyone.

And it's Quake, not "Darkplaces", faggot. You can't steal John Carmack's work, rewrite it, and call it your own. Piece of fucking shit asshole.
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Will this build on it?
> https://sourceforge.net/p/chaos
> esqueanthology/darkplaces/ci/ef9529b67ae84662c20a52693eb10efc7211a0c0/
>>106114519
No dipshit faggot. I'm a person.
I work on this project
<------------

You know that. You have no argument against what I've said so your Govt contractors handbook states to just accuse me of being a bot.
> Prince Evropa ID:Ru2flCuM Fri 01 Aug 2025 20:41:28 No.511998239 Report
> >>511994720
>Are you a programmer?
Yes.
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>>105823976
>I know we programmers have to share space with lawyers and politicians. But I hate you all and wish we didn't have to interact with each other. Your licenses and policies do nothing other than cause excessive difficulties for programmers and stifle progress at every opportunity.

Why do you hate me? I'm a C programmer and a QuakeC hacker.
Also a lawyer.

>https://chaosesqueteam.itch.io/chaosesque-anthology >https://sourceforge.net/ >projects/ >chaos >esque >anthology/
(note: the project is NOT on Github)
(some faggot will keep posting a github link claiming I'm a hypocrate because of a Code of Conduct HE added to MY project)
(ChaosX has NO code of conduct)