Original Post
someone told me they all use the same general engine? which do they use?
quote:
Original post by Mihail121
It seems you guys don''t know a lot of things.Well i''m here to tell you the stuff.First Quake3,Quake2,Quake1,Unreal use it''s own engines.The Unreal series use identical version(modified each time new game must come out) and it''s called "Unreal Warfare".ID software is writing a new engine each time they make a game.For John Carmack this damn easy.And for Half-Life...the truth might sound a little weird but Half-Life doesn''t used modified Quake2 system at all!!!!It uses modified Quake1 system!!!!!!!!!!!!How can we be sure you ask?Just download the Half-Life SDK used for creating mods and etc and check things like lightmaping(not RGB but simple grayscale) or stuff like Q1 BSP levels
or stuff like textures which size doesn''t get over 128x128 and so on!
"You losers better learn...NOONE CONTROLS OUR GOD DAMN LIFE!!!" - MANOWAR
quote:
Original post by Mihail121
FINALLY!!!I''ve thought i''ve never see a custom engine from that lazy bastards Valve which i don''t know how are alived.I think it''s only 10x to Mihn Li.
quote:
Original post by Mihail121
And i''m pretty sure that thing like "Unreal Engine" doesn''t exist.The engine used in ALL unreal games is "Unreal Warfare" optimized and changed for each new Unreal game.
quote:
Original post by Extrarius
As people have said, Valve made EXTREME changes to the engine to improve it in many, many ways. They moved it from palettized color(8 bit) to 16/32 bit color, created much improved AI, implemented client side prediction, improved the network code, added skeletal animation, added weapon decals(at least iirc Q1/2 didn''t have bullet decals etc), and probably a few other things I forgot. I''d also say making the SDK C++ was a big change as well (quake 1 used a custom scripting langauge that sucked even according to id, and iirc quake 2 used a C-based DLL).
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more