permafrost-engine
An OpenGL RTS game engine written in C (by eduard-permyakov)
Quake
Quake GPL Source Release (by id-Software)
permafrost-engine | Quake | |
---|---|---|
10 | 43 | |
2,596 | 4,574 | |
- | 1.4% | |
9.5 | 0.0 | |
about 1 month ago | 7 months ago | |
C | C | |
GNU General Public License v3.0 only | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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
Posts with mentions or reviews of permafrost-engine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-09.
- 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
Posts with mentions or reviews of Quake.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-01-09.
- Nebula is an open-source and free-to-use modern C++ game engine
-
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?
When comparing permafrost-engine and Quake you can also consider the following projects:
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
halflife - Half-Life 1 engine based games
no - Source code for the no app
quakespasm - QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.
Quake-2 - Quake 2 GPL Source Release
Quake-III-Arena - Quake III Arena GPL Source Release
instead - INSTEAD - Simple Text Adventure Interpreter
Godot - Godot Engine – Multi-platform 2D and 3D game engine