What do i need to code engines?
Moderator: InsideQC Admins
8 posts
• Page 1 of 1
What do i need to code engines?
Hello!
I wanted to know what do i need to code quake engines, what programs, source, etc
i dont have any experience on C, just coded quakec.
anywhere where i could find some tuts nice the ones here but for quake engines?
I wanted to know what do i need to code quake engines, what programs, source, etc
i dont have any experience on C, just coded quakec.
anywhere where i could find some tuts nice the ones here but for quake engines?
- machi
- Posts: 8
- Joined: Sun Nov 14, 2004 4:09 am
- Location: argentina
Quake Standards Group -- http://www.quakesrc.org
Very handy place, includes tutorials, forums, and more
As for what you'll need...
MSVC++6.0 is what I use, but I hear it's possible with other compilers. Then you're going to need a code base (Cleansrc isn't bad, if you're starting at square one, but if you want to start from an existing engine, try QMB, DarkPlaces and Telejano) - and of course, you're going to need Quake1, but seeing as you've done some QC coding, I'll assume you have that already...
Very handy place, includes tutorials, forums, and more
As for what you'll need...
MSVC++6.0 is what I use, but I hear it's possible with other compilers. Then you're going to need a code base (Cleansrc isn't bad, if you're starting at square one, but if you want to start from an existing engine, try QMB, DarkPlaces and Telejano) - and of course, you're going to need Quake1, but seeing as you've done some QC coding, I'll assume you have that already...
-

Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
what you need to code quake engines.
1: a logical mind.
2: a C compiler
3: an idea of what you want to do with it
4: knoledge of the engine in question
5: a good starting point.
1 I can do nothing to help with.
2 can be solved for free with mingw (though you'll need to figure out how to use it first). Some engines compile with dev-cpp which is nice and free. msvc6 is the compiler of choice, though some loonys use msvc.net (of various sorts)
3 coding without direction takes far longer to get anywhere with.
4 you need to know what to change before you change it. the people on quakesrc.org are better than this place for engine stuff.
5 pick a nice, clean engine that doesn't have (much) convoluted meaningless, pointless or buggy code. It's much easier to code things if you don't have to fix other peoples bugs first.
1: a logical mind.
2: a C compiler
3: an idea of what you want to do with it
4: knoledge of the engine in question
5: a good starting point.
1 I can do nothing to help with.
2 can be solved for free with mingw (though you'll need to figure out how to use it first). Some engines compile with dev-cpp which is nice and free. msvc6 is the compiler of choice, though some loonys use msvc.net (of various sorts)
3 coding without direction takes far longer to get anywhere with.
4 you need to know what to change before you change it. the people on quakesrc.org are better than this place for engine stuff.
5 pick a nice, clean engine that doesn't have (much) convoluted meaningless, pointless or buggy code. It's much easier to code things if you don't have to fix other peoples bugs first.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
I suggest starting with stock WinQuake/GLQuake... Because they have things you can optimize/make better as practice and to gain familiarity with the engine. For example today in a project of mine I optimized the funny-bad software Draw_Fill function and made software Draw_Pic and Draw_TransPic able to draw half-off the screen without crashing. I also added support for multiple .wad loading, so i could do variable-width fonts which are each in their own .wad file (which I did). Also made it so you can draw strings with these fonts in any colour.
I even managed to break the GL build somehow (I am working on a machine without a 3D card, so I just floppy-disked it over to one that had one just to test, but it didn't work, it crashes before even getting to the console at startup
) (Any chance this could have something to do with the GL 'scrap'? And the fact that I have wads with about 100 tiny images in them? I don't know much about GL and haven't looked at the GL code much)
Sorry about going off, but I did 2 things, give you an example of how to start, and asked for desperate help!!
I even managed to break the GL build somehow (I am working on a machine without a 3D card, so I just floppy-disked it over to one that had one just to test, but it didn't work, it crashes before even getting to the console at startup
Sorry about going off, but I did 2 things, give you an example of how to start, and asked for desperate help!!
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
thanks a lot to everyone! ill try to get started form what you said sajt, but it stills does look a bit advacend to me. does anyone know if there is someting like the QC manual, where i can get familiarized with the engine ? thanks!
- machi
- Posts: 8
- Joined: Sun Nov 14, 2004 4:09 am
- Location: argentina
You might want to take a look at the Quake Wiki - it has some interesting information on Quake stuff, including engine modding...
http://wiki.quakesrc.org
http://wiki.quakesrc.org
-

Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
Entar wrote:You might want to take a look at the Quake Wiki - it has some interesting information on Quake stuff, including engine modding...
http://wiki.quakesrc.org
It needs more. Write some.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
One of these days I'm just going to take a half-hour or something and put as much into that wiki as possible... 
-

Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
8 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest