miniz is also Public Domain:
http://code.google.com/p/miniz/
On top of that if you're already using zlib all you need to do is place the source file in your project and you're set.
Search found 50 matches
- Thu May 17, 2012 10:53 am
- Forum: Engine Programming
- Topic: MD5 and Zip Libraries
- Replies: 11
- Views: 2687
- Wed Feb 29, 2012 9:38 pm
- Forum: General Discussion
- Topic: Leaked screenshots from Doom 4
- Replies: 37
- Views: 7701
Re: Leaked screenshots from Doom 4
Take it down a notch sport. As mh said you can't have an entire opinion of a game based on screenshots. I'd have to say judging by the look of these levels they're some sort of alpha test, if they're even real, because it just doesn't have the same level of polish as the rest of id's games, say what...
- Mon Oct 10, 2011 4:30 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 358216
Re: Doom 3 engine release and game code
Calm down RAGE was only just released if we don't have a release by mid January that's when I'll start to freak out.JasonX wrote:We should send an email or something to Carmack or ID, asking for the source. RAGE is the biggest release in the year? Hell no, Doom 3 source is :DDDD
- Sun Sep 25, 2011 10:09 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 358216
Re:
There is Human Head Studios for the upcoming Prey 2 but it's probably so heavily modified it's unrecognisable.metlslime wrote:are there any licensees left? Seems with past engines they waited until the licensees had all shipped their titles...
- Thu May 12, 2011 10:43 pm
- Forum: Engine Programming
- Topic: Switchable Renderer Notes
- Replies: 11
- Views: 1996
- Wed Apr 20, 2011 8:14 am
- Forum: Programming Tutorials
- Topic: Pyramid of biomass
- Replies: 1
- Views: 1767
- Sun Nov 28, 2010 9:53 pm
- Forum: Engine Programming
- Topic: Compiling Remake Quake
- Replies: 4
- Views: 1277
warning MSB8012: TargetName(RMQ Engine MSVC) does not match the Linker's OutputFile property value (RMQEngine). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.Outp...
- Sun Aug 15, 2010 10:04 am
- Forum: General Programming
- Topic: Quake(one) to C++
- Replies: 35
- Views: 11295
- Sat Aug 14, 2010 10:31 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6084390
I am currently working on quite a few things and at least one is Quake related: Catacomb 3D Win32 port -- Utilising Wolf4SDL as a base. Doom 64 Ex SVN Builds -- Just for fun and because I like the game. A Quake Port -- with LZMA compression and OpenAL eax surround sound. This one is interesting beca...
- Sat Aug 14, 2010 7:47 am
- Forum: General Programming
- Topic: Quake(one) to C++
- Replies: 35
- Views: 11295
- Thu Aug 12, 2010 8:12 am
- Forum: General Programming
- Topic: Quake(one) to C++
- Replies: 35
- Views: 11295
- Fri Feb 26, 2010 7:38 am
- Forum: Engine Programming
- Topic: No QuakeC Quake?
- Replies: 34
- Views: 8193
@Stroggos Clarity: Any project is a great one to expand one's own knowledge and should be encouraged. In my last post, I'm just saying you are going to find this to be far more complex and challenging than you think by at least a few orders of magnitude. I realize what a mammoth task it is but I lo...
- Wed Feb 24, 2010 9:32 pm
- Forum: Engine Programming
- Topic: No QuakeC Quake?
- Replies: 34
- Views: 8193
You're free to do what you want in your own engine, however... Without gutting out QC entirely and revamping the bulk of the engine, you'll just end up with compatibility layers. You would gain the ability to attach a debugger to your game code, yes. You would gain the ability to invoke native, 3rd...
- Tue Feb 23, 2010 11:00 pm
- Forum: Engine Programming
- Topic: No QuakeC Quake?
- Replies: 34
- Views: 8193
A lot of you seem to be asking why I'm dong this. The simple answer to this is to make Quakes game logic more modifiable. As mh said the limits in QuakeC are known and rather well documented but if I take the QuakeC game code and port it to the OOP language that is C++ the possibilities are pretty w...
- Tue Feb 23, 2010 9:29 am
- Forum: Engine Programming
- Topic: No QuakeC Quake?
- Replies: 34
- Views: 8193
No QuakeC Quake?
I was debating weather or not to create a quake engine in PURE C++. No ASM and NO QuakeC. Instead I will replace the QuakeC game code with regular C++. First the conversion from C to C++ then the game code.
What I wanted to ask is, has anyone done this before?
What I wanted to ask is, has anyone done this before?