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Error
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Joined: 05 Nov 2004
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Location: VA, USA

PostPosted: Mon Jul 12, 2010 4:24 am    Post subject: Quake Engine Programming Reply with quote

Many years ago, when they first released the quake engine source, I got visual studio and began learning, after a few months of tinkering, I came up with some pretty cool stuff. Then my pc died. I gave up pretty much on learning C.

I'm looking to learn again. So I'm basically wanting to know what's a good 'not-too-complex' engine, with a bunch of bug fixes to learn C/OpenGL programming.

Not Darkplaces or FTE. Something good but simple.

Thoughts?
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Jul 12, 2010 4:40 am    Post subject: Reply with quote

I'd recommend FitzQuake or JoeQuake. FitzQuake has the benefit of more modern thinking behind it, so it's going to be a more solid base to tinker around with, whereas JoeQuake has some nicer OpenGL features like it's particle system, but is still reasonably simple and straightforward.

I can do a conversion of both sources to Visual C++ 2008 Express for you, which might save you a LOT of pain and suffering in getting started. Very Happy
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Mon Jul 12, 2010 4:55 am    Post subject: Reply with quote

What ever happened to the QIP engine? It seemeed like it was a community project then errrrrk, stopped Sad
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leileilol



Joined: 15 Oct 2004
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PostPosted: Mon Jul 12, 2010 7:05 am    Post subject: Reply with quote

maddes got maddes with real life and was so maddes he couldn't find the time to work on it anymore. // by maddes
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Jul 12, 2010 11:51 am    Post subject: Reply with quote

Enhanced GLQuake would be a really engine to target for modding.

There are a lot of easy modifications that it could use (a freelook cvar, ALT-TAB fix, video mode switch, overbrights, fullbrights, dynamic lights, QC extensions) and the rendering code is close to GLQuake.

Engines like FitzQuake and JoeQuake have heavily re-written renderers with FitzQuake having an entire rewritten one. JoeQuake has a truckload of added features that are easily ported to other engines.

FTEQW is amazing with great code and Spike's use of #ifdefs make it generally easy to follow. Despite being a highly advanced engine, the code is not hard to read at all.

HOWEVER ... FitzQuake 0.85 had the assembly stripped out making it very easy to compile (VC C++ Express without hardly any fuss with ml.exe or gas2masm tedium). Definitely worth consideration to mod, but the heavily re-written renderer makes most tutorials that deal with rendering entirely incompatible or a major headache to adapt.
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Spike



Joined: 05 Nov 2004
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PostPosted: Mon Jul 12, 2010 6:48 pm    Post subject: Reply with quote

"The basic rule of thumb is that code is twice as hard to maintain as it is to write. If you're writing code you consider clever you are, by definition, not qualified to maintain it."

ifdefs are evil though, and in fte they're rarely correct or complete.

Error, If you just want to learn C, I can give you a copy of my csqc engine and get you to finish it off and tutorialize it. :P
There's some opengl changes in that too :)
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