permafrost-engine
An OpenGL RTS game engine written in C (by eduard-permyakov)
ioq3
The ioquake3 community effort to continue supporting/developing id's Quake III Arena (by ioquake)
Our great sponsors
permafrost-engine | ioq3 | |
---|---|---|
10 | 12 | |
2,594 | 2,301 | |
- | 1.3% | |
9.5 | 7.2 | |
about 1 month ago | 6 days ago | |
C | C | |
GNU General Public License v3.0 only | 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.
ioq3
Posts with mentions or reviews of ioq3.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-09-03.
-
Q3 source port help
The bigger thing is that you need to build the binaries (game files like .exe and .dll) yourself off ioQuake3's GitHub. If you're not a programmer, and/or you're lazy, it's easier to grab the files off Quake3e's GitHub instead.
- My game (mac) plays like this only when in Borderless/Windowed mode. Help please
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Would it be legal to re-make Quake (movements and guns)?
And so is the most popular fork (ioQuake3): https://github.com/ioquake/ioq3
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Online games for eMac 1Ghz?
The Quake 3 engine was open sourced and people still make maps for it.
- are there tutorials for code organization for games in C?
- "Return to Castle Wolfenstein" is 70% Off on Steam. You can get it for $1.49 and play it standalone on Quest 2! Instructions in the comments
- Looking for a game engine programmable in C
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Making Quake From Scratch?
The source code for all of the Quake games is available on GitHub. They are the original source releases, but you might prefer to use a source port which implements more up-to-date platform abstractions (like SDL), supports 64-bit, and doesn't contain any assembly code. I'd recommend ioquake3.
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id Tech 3
On a more serious note, also check out https://github.com/ioquake/ioq3, which is a modernized version of quake 3!
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ioquake3 inquiry
The only way for you to get a recent build of ioquake3 is to build it yourself from source code hosted on github.
What are some alternatives?
When comparing permafrost-engine and ioq3 you can also consider the following projects:
qb64 - BASIC for the modern era.
Quake-III-Arena - Quake III Arena GPL Source Release
mark_vi - mark_v_1099_revision_4_source
q3lite - Q3lite, an OpenGL ES port of Quake III Arena for embedded Linux systems.
no - Source code for the no app
Terasology - Terasology - open source voxel world
Quake-2 - Quake 2 GPL Source Release
Quake - Quake GPL Source Release
instead - INSTEAD - Simple Text Adventure Interpreter
tinyc.games - Tiny C games you can compile and run RIGHT NOW
openTri - openTRI is a game engine for the Playstation Portable (PSP)
darkplaces - Mirror of https://gitlab.com/xonotic/darkplaces - The Quake engine that powers Xonotic https://xonotic.org