Search found 422 matches

by JasonX
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...
by JasonX
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.
by JasonX
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

by JasonX
Tue Jan 26, 2016 12:47 am
Forum: Engine Programming
Topic: Handmade Quake
Replies: 6
Views: 2008

Handmade Quake

by JasonX
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.
by JasonX
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
by JasonX
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. :biggrin:
by JasonX
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.
by JasonX
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...
by JasonX
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. :(
by JasonX
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?
by JasonX
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. :D
by JasonX
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.
by JasonX
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?
by JasonX
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...