I'm starting to code my new game, called Control. It uses the darkplaces engine. It will be a commercial endevour to be published on steam. It's about an engineer who must solve problems in order to progress through levels, but it will be non-linear, in that there will be many different problems to solve, so that different types of players are never stuck.
I'm just starting to code in quakec. Not used it for well over 10 years! (2000? can't remember.)
So my question is, what is a good base to start with? I currently have the original id software sources, but they are dated and full of bugs. I'd rather start with something that uses the more advanced techniques available due to newer releases of fteqcc and due to the darkplaces engine.
Also, f**k me does it compile fast or what? I remember on my old 486dx4 100MHz, it took 10-60 seconds to compile. Now it's like waiting for "ls" or "dir" to finish. Once I get the darkplaces sources cracked open, I might look into the possibility of having a live coding environment, whereby you code directly in the engine, and the changes are immediate (Check out Bret Victor on youtube.)
Another question, should I bother with svn/git for quakec sources? I'm not sure if they're big enough to clumsy around with it. Also, I am the only developer
I'm just starting to code in quakec. Not used it for well over 10 years! (2000? can't remember.)
So my question is, what is a good base to start with? I currently have the original id software sources, but they are dated and full of bugs. I'd rather start with something that uses the more advanced techniques available due to newer releases of fteqcc and due to the darkplaces engine.
Also, f**k me does it compile fast or what? I remember on my old 486dx4 100MHz, it took 10-60 seconds to compile. Now it's like waiting for "ls" or "dir" to finish. Once I get the darkplaces sources cracked open, I might look into the possibility of having a live coding environment, whereby you code directly in the engine, and the changes are immediate (Check out Bret Victor on youtube.)
Another question, should I bother with svn/git for quakec sources? I'm not sure if they're big enough to clumsy around with it. Also, I am the only developer

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