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q3 engine gpl'd by end of year

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came across this http://www.shacknews.com/onearticle.x/32916 look at the last paragraph, its seems the Q3 engine might be gpl'd before the year is out... I didn't read through the slashdot thread that is mentioned, as i don't feel like it at the moment. Anyhow good news for us.

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It's not that good for us. Quake III is written in C, not C++, and id's Engines are known for being hacked and fairly unintelligible.

There's only a limited amount you can learn from going over someone else's engine and the best form of learning is practicing yourself.

Well... I'm sure there will be people who beg to differ. The HL2 source code was well structured and easy to understand. *cough cough*

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I guess this was the wrong forum for the 'good news' comment, i meant it more in regards to making games not hacking an engine. After all its an engine that is proven, has opengl implementations optimized and stable for it, has a multitude of content creation tools available for it, has alot of tutorials available from the mod community, and has the large mod community available for help.

Personally i don't mind it being written in C and as to the source being messy i wouldn't know personally but alot of engines have become availble based off the Q1/Q2 source they seemed to have got by.

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Hmmmph - I haven't seen a whole lot of good come of the opensourcing of the Q2 or Quake engines. There are many small projects, but none of them really snagged my interest like the Doom projects have.

Still, at least it'll make it easier to get md3 support into more games. Too many OS games still rely on those lousy md2s, when the Q2 model spec sucked compared to the Q3 spec (why no, I don't need my playermodel to move and shoot at the same time, why do you ask? Oh, one frame of airborne movement is fine for falling and swimming, why wouldn't it be?).

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Quote:
Original post by Pxtl
Hmmmph - I haven't seen a whole lot of good come of the opensourcing of the Q2 or Quake engines. There are many small projects, but none of them really snagged my interest like the Doom projects have.


The only one i remembered off the top of my head was Tenebrae however when i had come across them from another project based off the source, that had looked very promising. Tenebrae looked nice and sounded nice, per-pixel lighting and stencil shadows.

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While it's quite true that id's code isn't the 'prettiest', it more than proves itself when it comes to performance and functionality. You're not going to learn anything new from most engines, but Q3 can probably teach even the most expeienced programmers a thing or two.

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Quote:
Original post by silvermace
i agree with that, id are optimization titans
I'd change that to 'were'. Quake 3 is AWESOMELY optimized and will run fine on onboard chips with decent graphics quality and FPS, but doom 3 won't run on my radeon 8500 at playable speeds with EVERYTHING turned off/on lowest (yes the 8500 is old, but I can play UT2004 with it on decent settings and still get 60-100 FPS and doom3 on lowest settings looks worse than what I can play UT2004 at)

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eh? i have a radeon 9700 and i barely made 30 fps in the demo of ut2004... 800x600 most things turned down... though it wasnt bad except for the outdoor part i nthe assault level.. though i respect the fact that it probably wasnt completely finished code. and also, as to doom III, did you really expect your 8500 to be doing z-fail, bump mapping, specular mapping, and a whole slew of other effects ? theres a big difference between ut2004 and doom III graphics wise, doom III is much more shader dependant, i dont think the 8500 has much in the way of shader support does it?
(just defendin the faith here :-D)
-Dan

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Quote:

Quake 3 is AWESOMELY optimized and will run fine on onboard chips with decent graphics quality and FPS, but doom 3 won't run on my radeon 8500...


Please tell me that you're joking. There isn't a single game that's going to be released this year that will run at playable rates on that card.

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