*EDIT* or ported the whole damn engine would be nice
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quake C++ ai
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quake C++ ai
Hey i was wondering if anyone had modified the Quake engine to accept C++ for the game code instead of QuakeC if your wondering why its because C++ is object oriented and that makes programing AI much quicker and, QC is compiled into p-code and is read by the engine and, this is slower than reading it from a .so file (DLL for you windows folks
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*EDIT* or ported the whole damn engine would be nice
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So you would be eliminating the interpreter cpu resources , whatever they may be. Is it so much a resource hog that it would make such a great difference? To me the QC and C are so closely similar that you could almost code the QC stuff as C right in the engine code if you were good enough.
Originally posted by theRocketman View Postyes the engine is in "C" and my goal is to use C++ as game code the advantage is that C++ will be read as native code and does not need a limited interpreter like the p-code produced by compiling Quake C.
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That'd be cool!
Also I agree that Blender is amazing! It's free! and it can be hard as hell in the beginning!
GL!
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I don't know how far your lack of awareness about blender goes, so I will explain it all.
Blender is a full featured 3d modeling environment (open source). It comes with it's own game and physics engine. Also, since it was written in python it can be easily extended with plug-in scripts, It can also support c++ just like every other python engine (PyOgre & Irrlicht for instance). Let there be no doubt, python is SUPER powerful. Another thing I like about Python is you don't have to have a gazillion gigs of libraries and a bunch of special crap - just download the latest python and configure notepad++ to compile with "python -NAME_OF_MAIN_CLASS.py" once you have added python to the system path. A full featured dev pipeline in like 1 minute. Actually, if you spend a few minutes writing a .bat and have notepad++ run the bat instead, you don't even have to add python to the system path. This means you could turn a USB card into a portable python dev environment.
I am a portable junkie (lol). I must have about 20 USB cards that act as everything from portable quake development to portable server with EVERY imaginable development tool (ex flash develop, gimp/inkscape, notepad++, aptana studio, all the adobe sdks, cheat sheets for every web language, every javascript framework etc.. even portable browsers, should I be on a machine that only has IE)
I think I'm gonna set-up an external hard drive with a portable OS, dump all my portable apps on it and technically bring "my computer" core with me anywhere - all within the size of a pack of cigarettes. I'm a hella nerd for a guy that manually beats houses down to the foundation for a living LOL
MichaelLast edited by MadGypsy; 03-24-2012, 03:35 PM.
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Sad day... anyway, thanks for the stimulating conversation everyone, but I got to get to work on this. Ill update you guys on the progress in a month.Originally posted by Phenom View PostI do not pretend to be a C or C++ programmer but I'm intrested QC,C and C++ so this is definitly striking my interest!
But ya... I know just enough QC to be considered dangerous to any Quake mod.
EDIT* @ MadGypsy blender engine? Ive seen a few videos looks promising. but in my experience high level languages are the lag-devil.
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I'm not so sure this is completely accurate. For instance blender and it's built in engine are completely done in python. I have played some amazing games that were made in blender, with high(ish) poly models, normals, particles, etc.. and they all ran just fine. I mean if by "slower" you mean 500fps as opposed to 700fps - that's already waaay faster than you can mentally process visuals.Python would be ok for game code, but its high level and would be slower than a lower level language (like C++) and would be a horrible choice for the engine itself it would run like shit and wouldn't be worth the time to port.
furthermore I'm willing to do the port myself although it would take time and tears,
I'm not saying you are wrong. I am actually saying - to what degree are you right. A pinto is slower than a porsche but the speed limit is still just 60. Actually, if the game was made in Python the entire thing, engine and all (sans a little plug-in) could be run from a server. You could ensure that everyone sees the same thing and has the exact same options. Since the engine is being run from the server you could actually add more functionality.
accounts with static names/tags
leader-boards / statistics
official wars
etc
I'm sure you can do this without making a python Quake but there doesn't seem to be a dedicated server Quake engine like (ex) Steam. I'm sure you can probably play Quake on Steam but, I am referring more to a Quake ONLY server engine. Quite possibly even definitive - due to its ability to rank, log and homogonize the experience.
Michael
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I do not pretend to be a C or C++ programmer but I'm intrested QC,C and C++ so this is definitly striking my interest!Originally posted by theRocketman View Postbottom line is would you WORK for it? if so pm because I'm starting Quake++
But ya... I know just enough QC to be considered dangerous to any Quake mod.
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People have wasted their lifetime on things that were more stupid than this, but also on things that were less stupid. With the time you'll need for this, you could make an indie game on some existing engine, you could make one kickass single player level for Quake or even for a better looking game, (including learn how to map), or you could just get out more.
You have time to kill? Sure, rewrite Quake in C++.
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Challenge accepted.Originally posted by R00k View PostThat would mean that existing mods wouldnt work on your engine? Break demos? Saved game data? I'm sure you're accomplished in C++ but seems like a lot of work.
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Aside from wanting to port just for the experience of doing so,Originally posted by MadGypsy View PostQuakeC is only good for making Quake stuff. It would be nice to learn/use a language that can be carried over to other stuff. This would also make the possibilities completely unlimited.
Maybe that is what Baker is making
. Oh man...that would be the shit..
Michael
the above is the only reason I see.
And for that, your answer is the quake 2 engine.
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That would mean that existing mods wouldnt work on your engine? Break demos? Saved game data? I'm sure you're accomplished in C++ but seems like a lot of work.
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Im not just converting the game code,Originally posted by R00k View PostLord Havoc (author of DarkPlaces) wrote a lengthy post about why QuakeC is better than C for game code on inside3d. If you are just trying to bypass the learning curve of quakec good luck.
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Lord Havoc (author of DarkPlaces) wrote a lengthy post about why QuakeC is better than C for game code on inside3d. If you are just trying to bypass the learning curve of quakec good luck.
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yes the engine is in "C" and my goal is to use C++ as game code the advantage is that C++ will be read as native code and does not need a limited interpreter like the p-code produced by compiling Quake C.Originally posted by Cobalt View PostC++ instead of QC to compile progs.dat ? Isnt the engine coded in plain C? To me the QC is very similar to plain C code I have looked at...so If I understand this comparison correctny, Id agree with MH, I dont see the advantage either.
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