Search found 422 matches
- Fri Mar 11, 2016 3:57 am
- Forum: Engine Programming
- Topic: Game code in C
- Replies: 15
- Views: 4596
Game code in C
I'm working on my engine port and i've decided to drop QuakeC altogether and use pure C, or even an external DLL in the future, for the game code. Does anyone know where to start on this? I mean, just the basics like the ScratchQC project: loading a map and putting a camera there. What are the funct...
- Tue Jan 26, 2016 4:15 pm
- Forum: Engine Programming
- Topic: Handmade Quake
- Replies: 6
- Views: 2008
Re: Handmade Quake
Does that really matter? He gives a pretty good overview of the codebase, that's the idea.
- Tue Jan 26, 2016 12:53 am
- Forum: General Discussion
- Topic: How to C in 2016
- Replies: 6
- Views: 4626
How to C in 2016
Love it: https://matt.sh/howto-c
- Tue Jan 26, 2016 12:47 am
- Forum: Engine Programming
- Topic: Handmade Quake
- Replies: 6
- Views: 2008
Handmade Quake
Has anyone seen this? http://philipbuuck.com/announcing-handmade-quake
- Wed Oct 07, 2015 2:25 am
- Forum: Engine Programming
- Topic: Weapon model sway techniques
- Replies: 12
- Views: 3780
Re: Weapon model sway techniques
It's for camera bob, there's no influence on the weapon model based on player input.
- Mon Oct 05, 2015 2:18 pm
- Forum: Engine Programming
- Topic: Weapon model sway techniques
- Replies: 12
- Views: 3780
Re: Weapon model sway techniques
Implementing a subtle https://en.wikipedia.org/wiki/Lissajous_curve for the bobbing was the way to go. And i was inspired by this video to create the "weapon weight" effect:
https://www.youtube.com/watch?v=ay2SMb9-nEE
https://www.youtube.com/watch?v=ay2SMb9-nEE
- Fri Oct 02, 2015 1:35 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 139160
Re: The TrenchBroom Level Editor for Quake
I'm dying to see OBJ export with proper material assign.
- Wed Sep 30, 2015 2:52 am
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4932
Re: Making DarkPlaces look like software quake
No Linux support out of the box, too much DOS stuff.
- Sun Sep 27, 2015 10:00 pm
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4932
Re: Making DarkPlaces look like software quake
Using a shader I can get affine texture mapping and other nice effects. Unfortunately, I discovered that DP is a pain to customize shaders and the overall pipeline. I'm sticking with QuakeSpasm because it's much easier to hook my own stuff. At the cost of not having DP extensions, though. But, so fa...
- Sat Sep 26, 2015 12:46 am
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4932
Re: Making DarkPlaces look like software quake
QuakeSpasm doesn't have a software renderer. I wanted to use my version of WinQuake, but i can't make it work in 64-bit systems: http://forums.insideqc.com/viewtopic.php?f=3&t=5414
So i gave up and decided to fake the style using a modern engine.
So i gave up and decided to fake the style using a modern engine.
- Fri Sep 25, 2015 2:03 pm
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4932
Making DarkPlaces look like software quake
I'm trying to make DP look a little more like software quake... Do you guys know any configurations that can help me use square particles, disable model interpolation, disable texture filtering, etc?
- Wed Jul 22, 2015 4:17 pm
- Forum: Gameplay & Design
- Topic: Mods with innovative gameplay
- Replies: 3
- Views: 5442
Re: Mods with innovative gameplay
I forgot about QPong and ActionQuake.
- Wed Jul 15, 2015 2:23 am
- Forum: Engine Programming
- Topic: Minimalist Gamedev idtech2 (Q2) based engine plan
- Replies: 9
- Views: 3317
Re: Minimalist Gamedev idtech2 (Q2) based engine plan
Why not build on top of something much more versatile such as the Tesseract engine? It's rock-solid, has a much more permissive license than id tech's, very very easy to add new gameplay logic (since it has just the barebones) and the code is very well written.
- Fri Jul 10, 2015 1:48 am
- Forum: Engine Programming
- Topic: net_wipx, net_wins, net_vcr, net_dgrm?
- Replies: 3
- Views: 1147
Re: net_wipx, net_wins, net_vcr, net_dgrm?
Where's the linux/bsd socket code? net_loop? Also, what's IDGODS?
- Thu Jul 09, 2015 8:16 pm
- Forum: Engine Programming
- Topic: net_wipx, net_wins, net_vcr, net_dgrm?
- Replies: 3
- Views: 1147
net_wipx, net_wins, net_vcr, net_dgrm?
I'm trying to understand the Q1 networking code in order to make it more portable, but i have no idea what those files are for. Can anyone give me an overview of how the game communicates with low-level system parts? Is there any kind of abstraction? I was thinking about replacing it with enet or so...