darkplaces
Quake
darkplaces | Quake | |
---|---|---|
4 | 43 | |
246 | 4,574 | |
5.7% | 1.4% | |
9.4 | 0.0 | |
5 days ago | 7 months ago | |
C | C | |
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.
darkplaces
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Quake's lightning gun bug explained
It's not, but the DarkPlaces engine [0] reimplements many, if not all, of the realtime shadow features and has an X64 Mac build (but no ARM build, as far as I'm aware), and is still getting active contributions on its Github repo[1].
[0]: https://icculus.org/twilight/darkplaces/index.html
[1]: https://github.com/DarkPlacesEngine/darkplaces
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What source ports are you using (Windows/Linux)?
darkplaces https://github.com/DarkPlacesEngine/darkplaces
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How to develop a game on the DarkPlaces engine?
Much of DP's development was centered about being a capable engine for new games, while remaining reasonably compatible with Quake. Also, DP's perceived abandonment seems to have been overcome, with DP now being hosted at https://github.com/DarkPlacesEngine/darkplaces with somewhat frequent updates. I guess that Wrath's development may be at play here.
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Darkplaces on Linux. Textures are scaled strangely.
I just checked and the github seems active, with people editing stuff. Maybe dowload fro there and recompile. https://github.com/DarkPlacesEngine/darkplaces
Quake
- Nebula is an open-source and free-to-use modern C++ game engine
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Don't waste money on a math coprocessor they said;
K5/Cyrix could overlap Integer and FPU operations, what they couldnt do was interleave (pipeline) FPU operations so that multiple floating point instructions ran in parallel.
https://www.phatcode.net/res/224/files/html/ch63/63-02.html
Here a non perspective correction related Quake FPU code example https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac...
Lcliploop:
- Quake's lightning gun bug explained
- Can one create games on a low end pc?
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Honestly don't understand why people keep buying from them
Quake seriously wasn't any more complicated. The only thing about Quake that really made it stand out was its 3D engine which, while revolutionary for its time, was basically stone-age technology by modern standards.
- How can i compile a modified source of quake?
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Get in nerd, we're going fragging (1999)
You can also read this very old CPMA code that reimplements bunny hopping into Quake 3, a link I'm able to dig up because I have also been playing since literally the first one came out.
- Free as in freedom
- Is it possible to create a raycast game with rooms above rooms?
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upload a picture of waluigi
I checked this out too, https://github.com/id-Software/Quake expands to a 12.3MB directory for me (excluding .git/, which is another 3MB or so).
What are some alternatives?
ironwail - High-performance QuakeSpasm fork
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
vkQuake - Vulkan Quake port based on QuakeSpasm
halflife - Half-Life 1 engine based games
ezquake-source - main ezQuake source code base
quakespasm - QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.
tyrquake - Libretro port of Tyrquake (Quake 1 engine)
Quake-III-Arena - Quake III Arena GPL Source Release
Godot - Godot Engine – Multi-platform 2D and 3D game engine
q3lite - Q3lite, an OpenGL ES port of Quake III Arena for embedded Linux systems.
Quake-2 - Quake 2 GPL Source Release