permafrost-engine
Quake-III-Arena
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permafrost-engine | Quake-III-Arena | |
---|---|---|
10 | 37 | |
2,592 | 6,818 | |
- | 1.8% | |
9.5 | 0.0 | |
28 days ago | over 1 year 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.
permafrost-engine
- Permafrost engine – An OpenGL RTS game engine written in C
- are there tutorials for code organization for games in C?
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Three Dynamic Array Implementations : Template-Macro, Void Pointer , Fat Pointer
Yea, bit annoying to do that, especially in a large project some vectors need to be static some need to be exposed in the API. In my mind the best solution is to add another macro parameter that lets the user change the function scope on the fly. See the vector used in the permafrost engine (a fellow redditor); when I first saw how he wrote his template macros it was a game changing trick.
- Show HN: I wrote my own RTS game engine in 70k SLOC of C
- I wrote my own RTS game engine in 70k SLOC of C
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EVERGLORY - my one-man open-source passion project RTS - gets a new trailer and a Linux demo!
And the source code for the engine is here on GitHub. I've written like 75k SLOC of C for it. It's a pretty general-purpose RTS engine that could be used for a lot of things - full conversions, remakes of classics, other RTS/citybuilder/ARPG games, and more. It has a Python scripting API for the top-level gameplay logic.
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Devlog about my C99 own-engine RTS - Projectile Simulation + Target Finding for Large Crowds
BTW, the engine is fully open-source. So if you want to take a deep dive into the code, it's here: https://github.com/eduard-permyakov/permafrost-engine
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100k members! To celebrate, what is your favorite piece of C code you have written?
I'm into my third year of writing my own RTS game engine in C. Complete with OpenGL rendering, group pathfinding of 1k+ entities, Python scripting, yada, yada, yada.
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.
- Software to match source code to disassembled binary?
What are some alternatives?
qb64 - BASIC for the modern era.
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
mark_vi - mark_v_1099_revision_4_source
Quake-2 - Quake 2 GPL Source Release
no - Source code for the no app
Jedi-Academy - Star Wars Jedi Knight: Jedi Academy
halflife - Half-Life 1 engine based games
instead - INSTEAD - Simple Text Adventure Interpreter
language-ext - C# functional language extensions - a base class library for functional programming
UnrealEngine