game: hey engine, go do this
engine: ok
game: wait, how are you going to do it?
engine: why do you care? it gets done, doesn''t it?
You can see how the game talks to the engine but you don''t know what it is really doing
engine analysis of a famous game
ah okay. thanks. jeez if the game code by itself is 112,000 lines, I wonder how many lines the engine is.
Raloth: haha yes, I know what an engine is. I'd hope I would know, since I'm making one. Now that I look at that SDK code more closely, I can find multiple points where it calls the engine, such as trap_R_RenderScene
[edited by - circlesoft on November 29, 2003 11:35:52 PM]
Raloth: haha yes, I know what an engine is. I'd hope I would know, since I'm making one. Now that I look at that SDK code more closely, I can find multiple points where it calls the engine, such as trap_R_RenderScene
[edited by - circlesoft on November 29, 2003 11:35:52 PM]
as far as i''ve heard carmack doesnt exactly care about writing clean or readable code so i definitely wouldnt expect him to spend time on writing docs for stuff nobody cares about anymore (except those hoping to learn from it).
Use the quake1/2 engine source for implementation details not for how to design an engine. Does anyone know where vec3_t is defined in quake1? I couldn''t find it. Anyways, anyone else also wonders how in the heck the coders were able to keep sanity with the class viewer? My god that thing is looooooong.
http://critical-care.sourceforge.net
Yep, that''s the one. The main download is ~100MB I think. Again, it''s a small game but well worth looking at.
You might also want to check out NeoEngine:
http://neoengine.sourceforge.net
It''s an LGPL 3D game engine with some nice features.
Yep, that''s the one. The main download is ~100MB I think. Again, it''s a small game but well worth looking at.
You might also want to check out NeoEngine:
http://neoengine.sourceforge.net
It''s an LGPL 3D game engine with some nice features.
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