I searched poorly! (Also somehow totally missed the rest of the thread... )frag.machine wrote:Yup.
Search found 24 matches
- Sun Jun 26, 2016 8:08 pm
- Forum: General Discussion
- Topic: Machine Games released a Quake episode apparently
- Replies: 3
- Views: 5664
Re: Machine Games released a Quake episode apparently
- Sat Jun 25, 2016 10:55 pm
- Forum: General Discussion
- Topic: Machine Games released a Quake episode apparently
- Replies: 3
- Views: 5664
Machine Games released a Quake episode apparently
According to RPS Machine Games released a episode pack for the 20th quake anniversery? I just saw this in steam of all places, and was pleasantly surprised https://www.rockpapershotgun.com/2016/06/24/free-quake/
Has anyone tried it yet? I'm still downloading it at the moment.
Has anyone tried it yet? I'm still downloading it at the moment.
- Tue Apr 30, 2013 6:48 pm
- Forum: General Programming
- Topic: loops versus recursion
- Replies: 7
- Views: 5651
Re: loops versus recursion
Without obsessing about it past what spike said, any tail recursive function will be turned into a loop by a good compiler, after which point any speed differences are probably implementation differences. The obvious gain here is that in the loop you aren't pushing tons of overhead onto the stack. (...
- Tue Apr 23, 2013 9:50 am
- Forum: Engine Programming
- Topic: Quake2 Engine Discussions?
- Replies: 10
- Views: 3337
Re: Quake2 Engine Discussions?
TastySpleen, It's primarily players more so, although active Q2 development gets posted about and pondered. http://forum.tastyspleen.net/quake/index.php I mess with a Q2 fork project Quake2World, but I usually just lurk everywhere :) MH has done some cool Q2 stuff, although he appears to be MIA sadl...
- Fri Sep 07, 2012 8:01 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357461
Re: Doom 3 engine release and game code
Most of the ports are actually going in that direction unless you mean for older cards ?. Scary example Doom3 actually runs faster on my ass old radeon 100 (yes thats the first radeon with transform and lighting) than on my 2 560 gtx in sli go figure :) How does it run with just one of the 560's? I...
- Wed Aug 22, 2012 12:04 am
- Forum: General Discussion
- Topic: Small Arms Trainer
- Replies: 10
- Views: 2952
Re: Small Arms Trainer
Looks very cool, and interesting. I could see spend a fair amount of time doing that, (although I'd have to resist the temptation to couch warrior it! :roll: ) I'd imagine it would encourage pushing/pulling on the trigger though, or is the IR tracking sensitive enough that pushing it is readily appa...
- Mon Aug 13, 2012 9:06 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357461
Re: Doom 3 engine release and game code
Excellent, time to throwing out some more stuff picked up from college CS classes :P (Where sleep(0) was advocated for that usage) For arguments sake though, assuming a normal priority task is this a terrible thing? Yes it still preempts background/very low priority things but at the same time this ...
- Mon Aug 13, 2012 6:59 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357461
Re: Doom 3 engine release and game code
There's also a Sys_Sleep (1) call in idSessionLocal::Frame that should be killed. I've no idea why people continuously think that calling Sleep in a realtime program is somehow a good thing, but you see it time and time again. The reality is that Sleep only guarantees a minimum time to sleep for an...
- Mon Aug 13, 2012 4:27 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357461
Re: Doom 3 engine release and game code
That's not gonna get you to 100... It preserves the 60FPS cap. :) I can time demo at 180+ FPS, but I would still randomly drop down when actually playing, (and showed even less less cpu usage when playing). This is only going to help you under Linux, I haven’t looked at any of the other platform spe...
- Mon Aug 13, 2012 4:12 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357461
Re: Doom 3 engine release and game code
I sorta sit back and read every, but this is something others may appreciate, benefit from, and provide critique upon... Doom3 uses a weird timing mechanism under Linux, and according to the comment it was to allow for poor performance of the Linux 2.4 scheduler, but the work around results in much ...
- Sat May 26, 2012 12:20 am
- Forum: Engine Programming
- Topic: sizeof Mystery
- Replies: 6
- Views: 1426
Re: sizeof Mystery
Generally struct's should be organized from largest to smallest size of member elements to minimize the amount of trailing/wrapping. Quake2World gets a ~5 fps boost for 64 bit clients (from 85 to 90 on my machine) by rearranging the order of elements in r_bsp_surface_t to save about 8 bytes total (I...
- Thu May 10, 2012 2:28 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6066634
Re: What are you working on?
demo1 is the particle monster. It's capable of spawning maybe twice as much (coupla years since I did counts so can't remember) particles as the others. demo1 has up to 4096 particles on the go at any one time. demo2 has up to 2048 particles on the go at any one time. demo3 has up to 3072 particles...
- Tue Dec 20, 2011 10:09 pm
- Forum: QuakeC Programming
- Topic: Adding Rain To Vanilla Quake and Kurok
- Replies: 9
- Views: 2127
Re: Adding Rain To Vanilla Quake and Kurok
Maybe it was just me but when I first came around, the most helpful tutorial's were Ender's Scratch tutorials . It may have been the most helpful because I could already program, but stepping through those tutorials, explained a lot of the basics, and removed a lot of the quirk's that you see in the...
- Mon Nov 21, 2011 5:35 pm
- Forum: QuakeC Programming
- Topic: problem with CSQC and commands
- Replies: 4
- Views: 1165
Re: problem with CSQC and commands
Not to be obtuse, but in the last segment you posted you have one more x then in the above. (I'm not sure if you just typed up a fake example, or copy pasted output). Could be a dumb point on my part (and if so I can't help further because I haven't explored that area yet)
- Sun Nov 20, 2011 6:58 pm
- Forum: QuakeC Programming
- Topic: Impacts in water using darkplaces
- Replies: 15
- Views: 3173
Re: Impacts in water using darkplaces
For shit's and giggles, I'd thought I'd add that all of those water splash entities could be done in CSQC to save the server from having to send out one as one entity, with just the origin, the baseline angle for the shot, and a seed for the random number generator. That makes it a single splash ent...