Defragr
Quake-III-Arena
Defragr | Quake-III-Arena | |
---|---|---|
1 | 37 | |
103 | 6,818 | |
- | 1.8% | |
0.0 | 0.0 | |
over 6 years ago | over 1 year ago | |
C++ | C | |
- | GNU General Public License v3.0 only |
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Defragr
Quake-III-Arena
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When online gaming, how is the information synced across devices?
Quake III Arena
- [Bunnyhopping] Code de mouvement du moteur du tremblement de terre et source
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Get in nerd, we're going fragging (1999)
If you know C, you can check this out by comparing the different player movement code of Quake 3 and Quake 1.
- Free as in freedom
- about that copypasta about the super intelligent Bots
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LLaMA: A foundational, 65B-parameter large language model
You mean this code?
https://archive.softwareheritage.org/browse/content/sha1_git...
Do you see that notice at the top of the file? It says:
==
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
- Fast midpoint between two integers without overflow
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Hello! I'm trying to run Quake 3 on Steam Deck and certain maps won't load for skirmishes. I receive this error instead. This happens with both recommended Proton versions from ProtonDB (5.13-6 and 3.16-9). Any help would be greatly appreciated. Thanks!
The error messages comes from this file in the source code. It looks like the client is trying to parse entities from the server but the readcount is greater than the cursize in the messages. I am not an expert but I believe there could be a mismatch between the versions of your client and the servers you are trying to connect to.
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Everything I wish I knew when learning C
After learning C, one of the first projects I came into contact with, was the ID Tech 3 game engine [1]
On the one hand, it taught me how professional C programmers structure their code (extra functions to remove platform differences, specific code which is being shared between server and client to allow smooth predictions) and how incredible fast computers can be (thousands of operations within milliseconds), but it also showed me, how the same code can result in different executions due to compiler differences (tests pass, production crashes) and how important good debugging tools are (e.g. backtraces).
To this day I am very grateful for the experience and that ID decided to release the code as open source.
[1] https://github.com/id-Software/Quake-III-Arena
- Software to match source code to disassembled binary?
What are some alternatives?
UnrealEngine
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
UnrealEngine - UnrealEngine 1998
Quake-2 - Quake 2 GPL Source Release
Jedi-Academy - Star Wars Jedi Knight: Jedi Academy
halflife - Half-Life 1 engine based games
language-ext - C# functional language extensions - a base class library for functional programming
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
lychee.js - :seedling: Next-Gen AI-Assisted Isomorphic Application Engine for Embedded, Console, Mobile, Server and Desktop
DOOM - DOOM Open Source Release
DOOM-3 - Doom 3 GPL source release