TWIG release
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TWIG release
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Thing is, I've worked with DP and only DP for so many years now, that I've grown very accustomed to all its differences compared to GLQuake, and probably take a lot for granted to such extents that I don't even think about it, but I'll try and list as many things as I can think of which are required for this lib:
New builtins:
File read/write
Tracebox
Vectoangles2
String manipulation
Parsing client commands
Other features:
Collisions on rotated BSP models
On-the-fly precaching
High-precision origin and angles for entities
Increased entity limits
(optional but recommended) Q3BSP support
EF_NODRAW
EF_NOMODELFLAGS
set and seta console commands
Undocumented quirks:
Traces starting in solid are allowed to trace out of the solid
And like I said, I'm more than likely forgetting a lot of stuff. Vectoangles2 could be written in QC, it used to be so, but once LH implemented the builtin I used that instead.
New builtins:
File read/write
Tracebox
Vectoangles2
String manipulation
Parsing client commands
Other features:
Collisions on rotated BSP models
On-the-fly precaching
High-precision origin and angles for entities
Increased entity limits
(optional but recommended) Q3BSP support
EF_NODRAW
EF_NOMODELFLAGS
set and seta console commands
Undocumented quirks:
Traces starting in solid are allowed to trace out of the solid
And like I said, I'm more than likely forgetting a lot of stuff. Vectoangles2 could be written in QC, it used to be so, but once LH implemented the builtin I used that instead.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
I'm detached enough from the physics side of Quake since I almost exclusively work on engine coding.
But rather than not comment .. because I can't really think of anything smart to say .. I think that is some impressive work that I admit I don't understand.
But it sure reminds me of some physics library vids on YouTube
But rather than not comment .. because I can't really think of anything smart to say .. I think that is some impressive work that I admit I don't understand.
But it sure reminds me of some physics library vids on YouTube
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Urre: That is damn cool. I can imagine making all ammo boxes work like this, so that firing a rocket into a room will launch them and send them tumbling down the hall; or players can pick up and carry an ammo/health box with them for later.
BTW, that youtube video needs some major brightness tweaks. In the third scene I couldn't even tell what was happening.
BTW, that youtube video needs some major brightness tweaks. In the third scene I couldn't even tell what was happening.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
Very very impressive Urre, is there any chance of this ever being ported to a dll so that all quake engines could use?
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- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Other physics libraries are already dll's.
This was designed rather specifically to be a physics solution for Quake(1) as there isn't really anything else done for it before, ever.
This was designed rather specifically to be a physics solution for Quake(1) as there isn't really anything else done for it before, ever.
Benjamin Darling
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Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
Awesome stuff! I can't wait to try it out when I'll be back in the States 
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
I'll probably write physics engines in other languages in the future as I find it a very interesting subject, but this is written in QC, and will stay that way. I would however like to see other engines support the same features and builtins required for this to run, ofcourse. If anyone attempts it, and doesn't get it working after adding the ones I've listed, feel free to poke me and we'll work it out somehow!
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
This is a phenomenal release! Great work, Urre!
I wonder how it would work over the net. I've been wanting to put some realistic physics into Quake-Life - especially for pushable objects and debris (2 things which HL1 is rather good for). Keep up the great work!
I wonder how it would work over the net. I've been wanting to put some realistic physics into Quake-Life - especially for pushable objects and debris (2 things which HL1 is rather good for). Keep up the great work!
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
Mauve said it.
What you could do beyond that though, is make the visible entity (the "static" entity as it is called in the lib) use EF_LOWPRECISION, which would reduce the net load even more, as it's not part of the physics calculations in any way, it won't affect their performance or precision. The difference between using EF_LOWPRECISION and not using it is generally speaking not visible for the human eye, unless you apply it on the client, which might give slightly stuttering movement or something. For objects you spot in the gameworld it works great.
What you could do beyond that though, is make the visible entity (the "static" entity as it is called in the lib) use EF_LOWPRECISION, which would reduce the net load even more, as it's not part of the physics calculations in any way, it won't affect their performance or precision. The difference between using EF_LOWPRECISION and not using it is generally speaking not visible for the human eye, unless you apply it on the client, which might give slightly stuttering movement or something. For objects you spot in the gameworld it works great.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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