Quake-III-Arena
Craft
Quake-III-Arena | Craft | |
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38 | 9 | |
7,082 | 10,409 | |
2.3% | - | |
0.0 | 0.0 | |
2 months ago | 7 months ago | |
C | C | |
GNU General Public License v3.0 only | MIT License |
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Quake-III-Arena
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WASD became the standard PC control scheme
does anyone have links to a canonical implementation of modern-style first person controls? I’ve been looking into this recently (both the WASD+mouselook PC version and the corresponding dual-stick console/touch version) and the closest I’ve found so far is ID’s cl_input.c [0] (used in quake, half life, etc.)
[0] https://github.com/id-Software/Quake-III-Arena/blob/master/c...
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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:
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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
Craft
- A simple Minecraft clone written in C using modern OpenGL
- Coding a Minecraft clone in pure C
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What lesser known but amazing functionality of CHATGPT are you willing to share?
Here’s the original code: https://github.com/fogleman/Craft/blob/master/src/world.c I don’t really have an “after” because I edited it a lot and didn’t backup the original, but try it yourself and you should get similar results. I also told it to make the variable names better.
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Are C programs only used for terminal based interaction?
When this subject comes up, I always like to link to one of the many Minecraft clones written in C. https://github.com/fogleman/Craft
- Is C only in terminal?
- There is framework for everything.
- are there tutorials for code organization for games in C?
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I just learned java, want to make a simple minecraft clone
Not java but https://github.com/fogleman/Craft will give you an idea of what has to be done.
- Resources to learn voxel based game development?
What are some alternatives?
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
minecraft-pi-reborn - Official Mirror Of @TheBrokenRail's Minecraft: Pi Edition: Reborn.
Quake-2 - Quake 2 GPL Source Release
doomgeneric - Easily portable doom
Jedi-Academy - Star Wars Jedi Knight: Jedi Academy
etlegacy - ET: Legacy is an open source project based on the code of Wolfenstein: Enemy Territory which was released in 2010 under the terms of the GPLv3 license.
halflife - Half-Life 1 engine based games
SDLPoP - An open-source port of Prince of Persia, based on the disassembly of the DOS version.
UnrealEngine
BetterSpades - BetterSpades, an Ace of Spades client targeted at low end systems (GL/ES 1.1). Runs on your grandmother's rig!
language-ext - C# functional language extensions - a base class library for functional programming
cute_headers - Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games