Quake-III-Arena
DOOM-3
Quake-III-Arena | DOOM-3 | |
---|---|---|
37 | 9 | |
6,818 | 2,848 | |
1.8% | 1.6% | |
0.0 | 0.0 | |
over 1 year ago | over 8 years ago | |
C | C++ | |
GNU General Public License v3.0 only | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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:
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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
- Software to match source code to disassembled binary?
DOOM-3
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Using C++ as a scripting language, part 8
>As an aside, I find the idea of writing game code in unmanaged C++ perplexing.
https://github.com/id-Software/DOOM-3
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Benchmarking Malloc with Doom 3
I don't know of a Carmack engine that doesn't have a benchmark facility.
timedemo uscache
The DOOM3 source is here https://github.com/id-Software/DOOM-3
There are lots of fascilities for recording and playing back demos. The author could record their own gameplay and play it back in realtime vs running timedemo (which plays back as fast as possible).
2865: cmdSystem->AddCommand( "recordDemo", Session_RecordDemo_f, CMD_FL_SYSTEM, "records a demo" );
- Is it worth petitioning Raven Software to release the Quake 4 source code?
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Do AAA game studios with custom engines use a lot of visual scripting?
The probability a company uses visual scripting seems to correlate to how much they embrace parsing and reflection. Whenever someone is skeptical about the value of those things I just remind them that Doom3 has a C++ parser and reflection generator in it's original non-BFG release.
- Interesting Halo 3 script comments.
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Doom 64 Limited Run Collectors Edition Finally Arrived!
No but there are open-source engine ports, you only need the content packs (wad) to play it with those. Doom 3 is open source tho, they violated some licenses or something and released the source a couple of years ago (https://github.com/id-Software/DOOM-3)
- Character Movement Hurdle.
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How does the input system for DOOM 3 work?
Not familiar with other platforms but the Windows version uses DirectInput8 polling to retrieve keyboard and mouse state, as seen here.
- Dr. Beef - Salute for Doom 3!!
What are some alternatives?
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
Quake-2 - Quake 2 GPL Source Release
Quake - Quake GPL Source Release
Jedi-Academy - Star Wars Jedi Knight: Jedi Academy
jank - A Clojure dialect hosted on LLVM with native C++ interop
halflife - Half-Life 1 engine based games
language-ext - C# functional language extensions - a base class library for functional programming
DOOM-3-BFG - Doom 3 BFG Edition
UnrealEngine
Jedi-Outcast - Star Wars Jedi Knight II: Jedi Outcast