Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

No QuakeC Quake? Goto page 1, 2, 3 Next

| Inside3d Forums Forum Index -> Engine Programming

View previous topic :: View next topic
Author | Message
--- | ---
Stroggos Joined: 14 Apr 2009 Posts: 43 |

Posted: Tue Feb 23, 2010 9:29 am Post subject: No QuakeC Quake? |

I was debating weather or not to create a quake engine in PURE C++. No ASM and NO QuakeC. Instead I will replace the QuakeC game code with regular C++. First the conversion from C to C++ then the game code. What I wanted to ask is, has anyone done this before?
_________________
Dont even try to port Quake 4 to the ipod

Back to top |

Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Tue Feb 23, 2010 9:37 am Post subject: |

why would you want to do this? just to do it? _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

Back to top |

mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Feb 23, 2010 10:24 am Post subject: |

ID did a QuakeC to C transition for QII, so it might be worth taking a look at some of the gamex86 code for pointers. (Yes, according to Carmack's .plan at the time it was a direct port of QuakeC to C rather than a rewrite). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

Back to top |

dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Tue Feb 23, 2010 12:27 pm Post subject: |

WHY WOULD YOU DO THAT?! You might as well rewrite Quake in brainfuck, as it is easier to understand than the Tower of Babel that is C++. _________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

Back to top |

Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Tue Feb 23, 2010 1:03 pm Post subject: |

'for pointers' was intentional irony, right? :P My biggest complaint about native code, and Q2 especially... is saved games. _________________ What's a signature?

Back to top |

Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Feb 23, 2010 2:06 pm Post subject: Re: No QuakeC Quake? |

Stroggos wrote:
I was debating weather or not to create a quake engine in PURE C++. No ASM and NO QuakeC. Instead I will replace the QuakeC game code with regular C++. First the conversion from C to C++ then the game code. What I wanted to ask is, has anyone done this before?

Um ...
Why?
It is a serious question. Suddenly a game logic modification becomes --- instead of platform independent ... like runs on Windows, Linux, OS X, PSP, Wii, Flash, whatever else ... the game logic would need compiled for each operating system.
I will say that the KTX Quakeworld mod is apparently built-in to MSDSV instead of being a QuakeC mod, so C based game logic has been done in Quake apparently.
Additionally, Tomaz Miniracer seems to have the game logic built-in to the engine as far as I can tell, although only did a cursory examination of the download.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

Back to top |

frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue Feb 23, 2010 4:04 pm Post subject: |

Its' already done. Kinda. It's name is Source engine. Ok, that's not a correct statement - Source engine base was HL1 engine which, in turn, was a Quake/Quake2 hybrid ported from C to C++. But still, you got the idea.

dreadlorde wrote:
WHY WOULD YOU DO THAT?!

Baker wrote:
Um ... Why? It is a serious question.

I can see at least one big benefit for this move: game logic development would benefit a lot from OO, mostly inheritance.
That said, I really would like to see a more "OO" version of QuakeC to emerge, allowing some simple inheritance model. You could do things like (sorry for the Java taste in the syntax ):

Code:
import walkmonster; entity monster_ogre extends walkmonster { public void monster_ogre () { super (); precache_model ("progs/ogre.mdl");
setmodel (self, "progs/ogre.mdl");
}
private void th_stand () {
super ();
}
(...)
}

As you may realize, creating new stuff would be really easier. A new monster would required roughly half the code it uses currently.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

Back to top |

Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Feb 23, 2010 4:31 pm Post subject: |

This idea = eeew. Improved QuakeC Idea = Groovy. Quake 2 using QuakeC idea = Groovy. _________________ "Roboto suggests Plasma Bazooka."

Back to top |

mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Feb 23, 2010 4:57 pm Post subject: |

dreadlorde wrote:
WHY WOULD YOU DO THAT?! You might as well rewrite Quake in brainfuck, as it is easier to understand than the Tower of Babel that is C++.

Depends on how you use your C++ really. Templates with layers of abstraction and multiple inheritance is definitely a Tower of Babel, but it's equally as easy (if one is more interested in producing a working program than showing off one's programming skills and knowledge of OO) to write perfectly legible C++ that takes advantage of 90% of the really useful OO stuff.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

Back to top |

Willem Joined: 23 Jan 2008 Posts: 73 |

Posted: Tue Feb 23, 2010 5:07 pm Post subject: |

Quote:
WHY WOULD YOU DO THAT?! You might as well rewrite Quake in brainfuck, as it is easier to understand than the Tower of Babel that is C++.

There's nothing inherently hard to understand about C++. As with any language, it depends on the programmer who writes the code.
_________________
www.wantonhubris.com

Back to top |

dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Tue Feb 23, 2010 7:53 pm Post subject: |

Willem wrote:

Quote:
WHY WOULD YOU DO THAT?! You might as well rewrite Quake in brainfuck, as it is easier to understand than the Tower of Babel that is C++.

There's nothing inherently hard to understand about C++. As with any language, it depends on the programmer who writes the code.

The C++ inheritance model is pretty hard to understand. The C++ preprocessor is pretty hard to understand.
_________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

Back to top |

Willem Joined: 23 Jan 2008 Posts: 73 |

Posted: Tue Feb 23, 2010 8:09 pm Post subject: |

Quote:
The C++ inheritance model is pretty hard to understand. The C++ preprocessor is pretty hard to understand.

We'll have to agree to disagree. I find straight up C to often be harder to understand, especially when it's faking object orientation with pointer arithmetic and function pointers.
_________________
www.wantonhubris.com

Back to top |

Supa Joined: 26 Oct 2004 Posts: 122 |

Posted: Tue Feb 23, 2010 8:18 pm Post subject: |

This thread really should be stickied.

Back to top |

Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Tue Feb 23, 2010 8:59 pm Post subject: |

There are a few versions of Team Fortress already ported to C. And about what gain.. perfomance? if you need perfomance. most engines make his gameplay part in a scripting thing, cause often you want flexibility. But.. he!.. maybe you want perfomance for some reason, so C++ o C can be ok-ish.
Some .he... mystery-pseudocode, follows.

Code:
#include "g_local.h" #define MAX_BODYQUE 4 gedict_t *bodyque[MAX_BODYQUE]; int bodyque_head; void InitBodyQue( )
{
int i;
bodyque[0] = spawn( );
bodyque[0]->s.v.classname = "bodyque";
for ( i = 1; i < MAX_BODYQUE; i++ )
{
bodyque[i] = spawn( );
bodyque[i]->s.v.classname = "bodyque";
bodyque[i - 1]->s.v.owner = EDICT_TO_PROG( bodyque[i] );
}
bodyque[MAX_BODYQUE - 1]->s.v.owner = EDICT_TO_PROG( bodyque[0] );
bodyque_head = 0;
}
// make a body que entry for the given ent so the ent can be
// respawned elsewhere
void CopyToBodyQue( gedict_t * ent )
{
VectorCopy( ent->s.v.angles, bodyque[bodyque_head]->s.v.angles );
VectorCopy( ent->s.v.velocity, bodyque[bodyque_head]->s.v.velocity );
bodyque[bodyque_head]->s.v.model = ent->s.v.model;
bodyque[bodyque_head]->s.v.modelindex = ent->s.v.modelindex;
bodyque[bodyque_head]->s.v.frame = ent->s.v.frame;
bodyque[bodyque_head]->s.v.colormap = ent->s.v.colormap;
bodyque[bodyque_head]->s.v.movetype = ent->s.v.movetype;
bodyque[bodyque_head]->s.v.flags = 0;
setorigin( bodyque[bodyque_head], PASSVEC3( ent->s.v.origin ) );
setsize( bodyque[bodyque_head], PASSVEC3( ent->s.v.mins ), PASSVEC3( ent->s.v.maxs ) );
if ( ++bodyque_head >= MAX_BODYQUE )
bodyque_head = 0;
}
extern gedict_t *lastspawn;
int number_of_teams;
void SP_worldspawn( )
{
char *s;
char gamedir[64], cycledir[64];
char exec_maps[10];
G_SpawnString( "classname", "", &s );
if ( Q_stricmp( s, "worldspawn" ) )
{
G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
}
world->s.v.classname = "worldspawn";
lastspawn = world;
number_of_teams = 0;
InitBodyQue( );
if ( !Q_stricmp( self->s.v.model, "maps/e1m8.bsp" ) )
trap_cvar_set( "sv_gravity", "100" );
else
trap_cvar_set( "sv_gravity", "800" );
infokey( world, "*sv_gamedir", gamedir, sizeof( gamedir ) );
if ( gamedir[0] != 0 && strcmp( gamedir, "fortress" ) )
{
G_Error( "QW TF must be run with a sv_gamedir of \"fortress\".\n" );
} else
{
if ( gamedir[0] == 0 )
{
infokey( world, "*gamedir", gamedir, sizeof( gamedir ) );
if ( strcmp( gamedir, "fortress" ) )
G_Error( "QW TF must be run with a sv_gamedir of \"fortress\".\n" );
}
}
infokey( world, "exec_map_cfgs", exec_maps, sizeof( exec_maps ) );
if ( !strcmp( exec_maps, "on" ) )
{
infokey( world, "cycledir", cycledir, sizeof( cycledir ) );
if ( cycledir[0] )
{
localcmd( "exec %s/mapdefault.cfg\n", cycledir );
localcmd( "exec %s/%s.cfg\n", cycledir, g_globalvars.mapname );
} else
{
localcmd( "exec qwmcycle/mapdefault.cfg\n" );
localcmd( "exec qwmcycle/%s.cfg\n", g_globalvars.mapname );
}
}
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache( ); // get weapon precaches
// sounds used from C physics code
trap_precache_sound( "demon/dland2.wav" ); // landing thud
trap_precache_sound( "misc/h2ohit1.wav" ); // landing splash
// setup precaches allways needed
trap_precache_sound( "items/itembk2.wav" ); // item respawn sound
trap_precache_sound( "player/plyrjmp8.wav" ); // player jump
trap_precache_sound( "player/land.wav" ); // player landing
trap_precache_sound( "player/land2.wav" ); // player hurt landing
trap_precache_sound( "player/drown1.wav" ); // drowning pain
trap_precache_sound( "player/drown2.wav" ); // drowning pain
trap_precache_sound( "player/gasp1.wav" ); // gasping for air
trap_precache_sound( "player/gasp2.wav" ); // taking breath
trap_precache_sound( "player/h2odeath.wav" ); // drowning death
trap_precache_sound( "misc/talk.wav" ); // talk
trap_precache_sound( "player/teledth1.wav" ); // telefrag
trap_precache_sound( "misc/r_tele1.wav" ); // teleport sounds
trap_precache_sound( "misc/r_tele2.wav" );
trap_precache_sound( "misc/r_tele3.wav" );
trap_precache_sound( "misc/r_tele4.wav" );
trap_precache_sound( "misc/r_tele5.wav" );
trap_precache_sound( "weapons/lock4.wav" ); // ammo pick up
trap_precache_sound( "weapons/pkup.wav" ); // weapon up
trap_precache_sound( "items/armor1.wav" ); // armor up
trap_precache_sound( "weapons/lhit.wav" ); //lightning
trap_precache_sound( "weapons/lstart.wav" ); //lightning start
trap_precache_sound( "items/damage3.wav" );
trap_precache_sound( "misc/power.wav" ); //lightning for boss
// player gib sounds
trap_precache_sound( "player/gib.wav" ); // player gib sound
trap_precache_sound( "player/udeath.wav" ); // player gib sound
trap_precache_sound( "player/tornoff2.wav" ); // gib sound
// player pain sounds
trap_precache_sound( "player/pain1.wav" );
trap_precache_sound( "player/pain2.wav" );
trap_precache_sound( "player/pain3.wav" );
trap_precache_sound( "player/pain4.wav" );
trap_precache_sound( "player/pain5.wav" );
trap_precache_sound( "player/pain6.wav" );
// player death sounds
trap_precache_sound( "player/death1.wav" );
trap_precache_sound( "player/death2.wav" );
trap_precache_sound( "player/death3.wav" );
trap_precache_sound( "player/death4.wav" );
trap_precache_sound( "player/death5.wav" );
trap_precache_sound( "boss1/sight1.wav" );
// ax sounds
trap_precache_sound( "weapons/ax1.wav" ); // ax swoosh
trap_precache_sound( "player/axhit1.wav" ); // ax hit meat
trap_precache_sound( "player/axhit2.wav" ); // ax hit world
trap_precache_sound( "player/h2ojump.wav" ); // player jumping into water
trap_precache_sound( "player/slimbrn2.wav" ); // player enter slime
trap_precache_sound( "player/inh2o.wav" ); // player enter water
trap_precache_sound( "player/inlava.wav" ); // player enter lava
trap_precache_sound( "misc/outwater.wav" ); // leaving water sound
trap_precache_sound( "player/lburn1.wav" ); // lava burn
trap_precache_sound( "player/lburn2.wav" ); // lava burn
trap_precache_sound( "misc/water1.wav" ); // swimming
trap_precache_sound( "misc/water2.wav" ); // swimming
// Invulnerability sounds
trap_precache_sound( "items/protect.wav" );
trap_precache_sound( "items/protect2.wav" );
trap_precache_sound( "items/protect3.wav" );
trap_precache_model( "progs/player.mdl" );
trap_precache_model( "progs/eyes.mdl" );
trap_precache_model( "progs/h_player.mdl" );
trap_precache_model( "progs/gib1.mdl" );
trap_precache_model( "progs/gib2.mdl" );
trap_precache_model( "progs/gib3.mdl" );
trap_precache_model( "progs/s_bubble.spr" ); // drowning bubbles
trap_precache_model( "progs/s_explod.spr" ); // sprite explosion
trap_precache_model( "progs/v_axe.mdl" );
trap_precache_model( "progs/v_shot.mdl" );
trap_precache_model( "progs/v_nail.mdl" );
trap_precache_model( "progs/v_rock.mdl" );
trap_precache_model( "progs/v_shot2.mdl" );
trap_precache_model( "progs/v_nail2.mdl" );
trap_precache_model( "progs/v_rock2.mdl" );
trap_precache_model( "progs/bolt.mdl" ); // for lightning gun
trap_precache_model( "progs/bolt2.mdl" ); // for lightning gun
trap_precache_model( "progs/bolt3.mdl" ); // for boss shock
trap_precache_model( "progs/lavaball.mdl" ); // for testing
trap_precache_model( "progs/missile.mdl" );
trap_precache_model( "progs/grenade.mdl" );
trap_precache_model( "progs/spike.mdl" );
trap_precache_model( "progs/s_spike.mdl" );
trap_precache_model( "progs/backpack.mdl" );
trap_precache_model( "progs/zom_gib.mdl" );
trap_precache_model( "progs/v_light.mdl" );
/////////////////////////TF///////////////////
trap_precache_model( "progs/laser.mdl" );
trap_precache_sound( "enforcer/enfire.wav" );
trap_precache_sound( "enforcer/enfstop.wav" );
trap_precache_sound( "hknight/attack1.wav" );
trap_precache_model( "progs/sight.spr" );
trap_precache_model( "progs/caltrop.mdl" );
trap_precache_model( "progs/cross1.mdl" );
trap_precache_model( "progs/tf_flag.mdl" );
trap_precache_model( "progs/tf_stan.mdl" );
trap_precache_model( "progs/v_medi.mdl" );
trap_precache_model( "progs/v_bio.mdl" );
trap_precache_model( "progs/v_pipe.mdl" );
trap_precache_model( "progs/hgren2.mdl" );
trap_precache_model( "progs/biggren.mdl" );
trap_precache_model( "progs/flare.mdl" );
trap_precache_model( "progs/v_srifle.mdl" );
trap_precache_model( "progs/v_asscan.mdl" );
trap_precache_model( "progs/detpack.mdl" );
trap_precache_model( "progs/ammobox.mdl" );
trap_precache_model( "progs/v_knife.mdl" );
trap_precache_model( "progs/v_knife2.mdl" );
trap_precache_model( "progs/v_span.mdl" );
trap_precache_model( "progs/e_spike1.mdl" );
trap_precache_model( "progs/e_spike2.mdl" );
trap_precache_model( "progs/v_rail.mdl" );
trap_precache_model( "progs/turrgun.mdl" );
trap_precache_model( "progs/turrbase.mdl" );
trap_precache_model( "progs/tgib1.mdl" );
trap_precache_model( "progs/tgib2.mdl" );
trap_precache_model( "progs/tgib3.mdl" );
trap_precache_model( "progs/disp.mdl" );
trap_precache_model( "progs/dgib1.mdl" );
trap_precache_model( "progs/dgib2.mdl" );
trap_precache_model( "progs/dgib3.mdl" );
trap_precache_model( "progs/grenade2.mdl" );
trap_precache_model( "progs/v_grap.mdl" );
trap_precache_model( "progs/hook.mdl" );
trap_precache_model( "progs/caltrop.mdl" );
trap_precache_sound( "doors/baseuse.wav" );
trap_precache_sound( "doors/medtry.wav" );
trap_precache_sound( "speech/saveme1.wav" );
trap_precache_sound( "speech/saveme2.wav" );
trap_precache_model( "progs/detpack2.mdl" );
trap_precache_model( "progs/grenade3.mdl" );
trap_precache_sound( "misc/b1.wav" );
trap_precache_sound( "misc/b2.wav" );
trap_precache_sound( "misc/b3.wav" );
trap_precache_sound( "misc/b4.wav" );
trap_precache_model( "progs/w_s_key.mdl" );
trap_precache_model( "progs/m_s_key.mdl" );
trap_precache_model( "progs/b_s_key.mdl" );
trap_precache_model( "progs/w_g_key.mdl" );
trap_precache_model( "progs/m_g_key.mdl" );
trap_precache_model( "progs/b_g_key.mdl" );
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
trap_lightstyle( 0, "m" );
// 1 FLICKER (first variety)
trap_lightstyle( 1, "mmnmmommommnonmmonqnmmo" );
// 2 SLOW STRONG PULSE
trap_lightstyle( 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" );
// 3 CANDLE (first variety)
trap_lightstyle( 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" );
// 4 FAST STROBE
trap_lightstyle( 4, "mamamamamama" );
// 5 GENTLE PULSE 1
trap_lightstyle( 5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj" );
// 6 FLICKER (second variety)
trap_lightstyle( 6, "nmonqnmomnmomomno" );
// 7 CANDLE (second variety)
trap_lightstyle( 7, "mmmaaaabcdefgmmmmaaaammmaamm" );
// 8 CANDLE (third variety)
trap_lightstyle( 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" );
// 9 SLOW STROBE (fourth variety)
trap_lightstyle( 9, "aaaaaaaazzzzzzzz" );
// 10 FLUORESCENT FLICKER
trap_lightstyle( 10, "mmamammmmammamamaaamammma" );
// 11 SLOW PULSE NOT FADE TO BLACK
trap_lightstyle( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
trap_lightstyle( 63, "a" );
}
int timelimit, fraglimit, teamplay, deathmatch, framecount, coop;
void StartFrame( int time )
{
timelimit = trap_cvar( "timelimit" ) * 60;
fraglimit = trap_cvar( "fraglimit" );
teamplay = trap_cvar( "teamplay" );
deathmatch = trap_cvar( "deathmatch" );
framecount = framecount + 1;
}

Back to top |

Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Feb 23, 2010 9:42 pm Post subject: |

Supa wrote:
This thread really should be stickied.

Done.
_________________
"Roboto suggests Plasma Bazooka."

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> Engine Programming | All times are GMT Goto page 1, 2, 3 Next
Page 1 of 3

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group