John Carmack's comment on Doom 3's code style
I've loved John's code since I saw it first time when the original Quake was leaked from their FTP site through IP spoofing. I was just a kid at that time, and it was an amazing experience to hack it.<p>Yet now, the first example that I saw in this article hurts my eyes. Compare:<p><pre><code>  for ( i = 0; i < in->numVerts ; i++ ) {
      dot = plane.Distance( in->verts[i] );
      dists[i] = dot;
      if ( dot < -LIGHT_CLIP_EPSILON ) {
          sides[i] = SIDE_BACK;
      } else if ( dot > LIGHT_CLIP_EPSILON ) {
          sides[i] = SIDE_FRONT;
      } else {
          sides[i]  = SIDE_ON;
      }
      counts[sides[i]]++;
  }
</code></pre>
Versus:<p><pre><code>  for(i = 0; i < in->numVerts; i++)
  {
      dot = plane.Distance(in->verts[i]);
      
      dists[i] = dot;
      sides[i] = dot < -LIGHT_CLIP_EPSILON  ?  SIDE_BACK  :
                 dot > LIGHT_CLIP_EPSILON   ?  SIDE_FRONT :
                                               SIDE_ON;

      counts[sides[i]]++;
  }</code></pre>