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Topic: Quake engines


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GPL

  
  ooBdoo
Quake was able to overshadow almost all 3D-shooters at the time, including Blood and Duke Nukem 3D, both based on simpler 3D requirements and sprite-based characters.
Quake popularized several major advances in the 3D game genre: it uses 3-dimensional models for players and monsters instead of 2-dimensional sprites; and the world in which play takes place is created as a true 3-dimensional space, rather than a 2-dimensional map with height information which is then rendered to 3D.
Quake did have the option of using the mouse to look/aim/orient ("mouselook") and the keyboard to move forward, backward and sideways, but it was not the default until Quake II was released.
www.oobdoo.com /wikipedia/?title=Quake   (7662 words)

  
 10th Anniversary Quake Expo
Quake Expo 2003 didn't allow Quake 2 and many in the engine communities boycotted the expo as a result, even though Quake Expo had been envisioned as a Quake-only event.
Quake is a bizarro roulette table, we took a gamble and found perpetual community and creativity (as opposed to Pascal's attempt to create perpetual motion and ended up creating a gambler's device).
Quake was developed in a bit of an indie atmosphere, and with the attitude of allowing creativity to blossom, even more so than was allowed with Doom and what happened via level hacks for Wolf3d.
www.quakeexpo.com /booth.php?id=112   (3017 words)

  
 Quake 4 Review for PC at GamingExcellence
At the finale of Quake II, the Strogg home planet is in ruins after an Earth assault by a lone soldier who managed to infiltrate the Strogg defenses and destroy their collective brain, the Makron.
Quake 4 is a definite improvement over previous releases, focusing on a more “objective-based” model, but it still isn’t as dynamic as say Half-Life 2.Where Quake 4 shines is in the tactical team-based attack formations.
Quake 4 is a very solid release, the biggest setback is simply that it “feels” like every other first person shooter released in the last few years.
www.gamingexcellence.com /pc/games/331/review.shtml   (939 words)

  
 Quake (series) - Wikipedia, the free encyclopedia
Quake involves a marine traveling through alternate dimensions to prevent a demonic invasion from occurring; Quake II involves an assault on an alien planet as retribution for them attacking Earth, which is entirely unrelated to its predecessor.
Quake II was released on November 30, 1997.
Quake 4 was developed by Raven Software and released on October 18, 2005 for the PC, November 18 for the Xbox 360, and a later date for the Mac in North America.
en.wikipedia.org /wiki/Quake_series   (556 words)

  
 Quake II 3D Engine Information
Quake developers took 3D graphics techniques for generating still images and developed them into the Quake engine so that they could be used to generate true 3D environment on a 2D device in real-time.
The Quake II engine like the Quake engine is a true 3D engine, that is, (almost) everything in Quake is represented by x, y and z coordinate in a 3D space.
Quake II was a 3D engine that built on the original Quake engine in attempting to produce realistic environments in real-time.
www.cs.newcastle.edu.au /~comp3320/history/quake/quake2/main.html   (3725 words)

  
 Quake engine - Wikipedia, the free encyclopedia
The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects.
It was later upgraded to the Quake II and Quake III engines.
On December 21, 1999, John Carmack of id Software released the Quake engine source code on the Internet under the terms of the GPL license, allowing programmers to edit the engine and add new features.
en.wikipedia.org /wiki/Quake_engine   (430 words)

  
 [No title]   (Site not responding. Last check: 2007-11-04)
My information about the Quake 2 BSP format was all learned by a lot of experimentation in implementing my own Quake 2 BSP renderer along with examining source code for Quake-like engines generously released into the public domain by their authors.
A Quake map is carved up into convex regions that become the leaves of the BSP tree, and anytime the camera is positioned within a level it is contained in exactly one of these convex regions.
The variation of BSP tree Quake uses is actually both; the reason for this is the dual use of the BSP tree in both rendering and in collision detection.
www.flipcode.com /articles/article_q2bsp-pf.shtml   (3523 words)

  
 News - id - "Let them eat Quake" /// Eurogamer
Now id have lifted the lid on this previously neglected part of their business with a new "id technology licensing program" that takes in all three generations of their Quake engine.
The jewel in id's crown though is the Quake III Arena engine, which will set you back a cool $300,000 and is only available to a "small number of exceptionally high quality licensees" for PC and Dreamcast.
With two Quake 3 engined games already released ("FAKK2" and "Elite Force") and at least three more ("Alice", "The World Is Not Enough" and "Return To Castle Wolfenstein") in the works, this adds up to an impressive $1,500,000 for id Software even before the per unit royalties kick in.
www.eurogamer.net /article.php?article_id=29525   (355 words)

  
 Quake 4
Not only was the fact that there would indeed be a fourth Quake a surprise, but it being developed outside of id Software was another jaw dropper for the gamers around the world.
The game would be developed by Raven Software, a long-time user of Quake engines for their long list of hot titles.
Kiltron of The Mean Arena has updated his "Quake II: Lost Marine" site to let fans of the DOOM 3 conversion know that the project is still in development for Quake 4.
planetquake.gamespy.com /quake4   (1647 words)

  
 The Doom 3 engine - nV News Forums
Quake 1 and 2 are also different since the Quake 2 engine is.dll based.
All the quake engines are unique, they might share some common aspects (using pak compression) but they are all mainly new engines.
They licensed Quake engine, rewrote alot of it and used bits of Q2 netcode that was reworked, and then started out with HL engine to build HL2..
www.nvnews.net /vbulletin/showthread.php?t=44703   (1259 words)

  
 Linux Quake How-To: Trouble-shooting
Many versions of Quake have what appear to be two versions of this procedure, but one is always commented out.
In full multi-user environments it is recommended using the Darkplaces or QuakeForge game engines, which correctly place per-user data in their home directory.
Quake uses a confusing method of saving and restoring game options, especially when playing add-ons, and game options sometimes have to be reinitialized even though file permissions are not an issue.
www.tldp.org /HOWTO/Quake-HOWTO-6.html   (1265 words)

  
 Quake Terminus   (Site not responding. Last check: 2007-11-04)
Preliminary planning for Quake Expo 2006 honoring 10 years of Quake is underway spearheaded by Scarecrow of Inside3D.
A project to map out most of the Quake development sources and provide a great starting point for anyone interested in mapping, engine development or searching for general resources is complete.
Preservation of Quake is something that is needed, fortunately we largely have that for maps and mods; models seem to be scarce and very difficult to find, however.
www.quaketerminus.com /index2.php   (6347 words)

  
 Hardware Avenue - 3D Game engines page 2
The Quake 2 engine was, and still is a very popular engine.
Creator of this engine is John Carmack, as all the quake engines are, and is his best yet.
One point to note is that the quake 2 engine wasn't really optimized for any hardware, but even now we see todays chips push out 120fps+ at a high detail level, something the quake 2 engine just can't do at a very high detail setting.
www.hardavenue.com /reviews/3dengines2.shtml   (523 words)

  
 3DActionPlanet - A Member of The GameSpy Network
The document, covering all three Quake engines, explains what's involved financially for teams interested in licensing the technology as well as what kind of support comes with it.
While it's always been common knowledge in the gaming industry that id's engines are among the most licensed, the company has never had a formal document until now that showed the public exactly what teams can license and for how much.
Quake derives some benefits from community open-source development, but it's mainly just a gift to the mod community.
www.3dactionplanet.com /features/interviews/hollenshead   (455 words)

  
 Linux.com - Linux Quake How-To: Multiplayer
This engine makes use of many advanced lighting features, so users with less powerful video cards should try disabling these to run the game at a decent speed.
Digital Paint 2 is an "original" multiplayer game based on the Quake II engine.
This Quake III mod is a team deathmatch between aliens and humans.
www.linux.com /howtos/Quake-HOWTO-5.shtml   (429 words)

  
 Underworldfan's Single Player Map Reviews   (Site not responding. Last check: 2007-11-04)
In case anyone is still not aware, by the way, speed maps for quake 1 continued to be released and enjoyed over at Quake Speed Mapping on a pleasingly regular basis.
Kell and Necros are two of the most experienced and talented mappers within the Quake 1 SP mapping scene.
Activity continues on the Quake 1 mapping scene at an exciting rate: one of the most exciting recently announced projects can be found here, its called Contract Revoked: The Lost Chapters, and is a sequel to the "Hall of Fame" Classic Contract Revoked.
hosted.planetquake.gamespy.com /underworld   (1888 words)

  
 Quake 1 Resurrection - QuakeOne.com
For all these years the only possible way to glean any information from Quake's internal format was from BSP deconstruction programs - but those had problems with tons of brushes generated from insane BSP splits.
And the Quake Adapter for the excellent Worldcraft 3.3 map editor has proved to be far more popular than anticipated.
Death Row was THE Quake clan in the golden age of Quake.
www.quakeone.com   (867 words)

  
 Linux Quake How-to: Game Engines   (Site not responding. Last check: 2007-11-04)
The program you execute to run Quake is known as the game engine, and once you have the data files installed you will have to install one.
Darkplaces is an amazing Quake engine with a great range of visual enhancements and options for colour, effects and sound.
Another Quake engine which has been ported to Linux but afaik hasn't been touched in a few years is NPRQuake.
mirrors.atn.ro /LDP/HOWTO/Quake-HOWTO-3.html   (356 words)

  
 Talk:Game Engines - GPWiki
All three (Quake, Quake II, and Quake III Arena) are available as both a GPL and commercial engine.
The engine table isn't exactly the state of art at the moment.
The line between engine and library is blurry, but if anything is a library, SDL is! Engines tend to be more specific and do a lot of things on your behalf.
gpwiki.org /index.php/Talk:Game_Engines   (575 words)

  
 Gamasutra - 'Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Pt. 2)'
The move into a fully three dimensional world with Quake was probably as momentous an occasion as the release of the original Wolfenstein 3D or Doom, a turning point in the development of three-dimensional first person titles.
That is not to say that the engines were simply plug and play, but that programmers were spending more time modifying the engine to suit their needs, instead of designing whole new engines from the ground up.
Unreal engine based projects, on the other hand, use a subtractive model, where the world starts full and level designers create empty spaces to serve as rooms, then add other geometry as details, much like a sculptor whittles down a block of clay or marble to create a sculpture.
gamasutra.com /features/20060428/shahrani_03.shtml   (3549 words)

  
 » The Marcher Fortress
The level is worth the trouble and the custom engines will use you existing quake config file, so you shouldn’t have to do too much fiddling before you actually start playing.
Simply put the scope of this level is beyond what most standard quake engines were designed to deal with.
Once again you will be winding your way deeper into the citadel, moving from level to level, higher, then lower, then higher again, climbing all the way to the top of the fortress to ring the massive bell.
retroquake.planetquake.gamespy.com /blog/?p=270   (631 words)

  
 GameSpy: A Chat With id Software - Part I
In Quake 3 of course, I got on the project late, and then I had to integrate the bots which worked out real well because everything was laid out nicely and everything just fit together.
Of course, one of the problems that you'll often see in physics engines and in collision detection is that collision detection is based on intersection testing at regular time intervals.
Jan Paul: The physics engine we have right now is really fast, but if you have thousands of objects moving at the same time, it gets slow anyway, because you have so many objects moving.
pc.gamespy.com /pc/doom-3/528529p2.html   (1202 words)

  
 QuakeCity.net The home of the QuakeCity gaming network where you can find daily news, reviews, previews, interviews, ...   (Site not responding. Last check: 2007-11-04)
Plans for a Team Fortress 2 mod for Quake II were in place at one time, but changed prior to the release of Half-Life from Sierra and Valve.
Somewhere along the way, a decision was made to create Team Fortress 2 as a stand-alone game, using the Half-Life engine, which is bases on a combination of the Quake, Quakeworld and Quake II engines.
By the time I was up to 28Kbs, Quake 2 was out and DM became my passion.
www.quakecity.net /reviews/tfc   (430 words)

  
 MS Baseball 2001 Preview - ESCMAG Features
Not even id and the licensees of the Quake and Quake II engines have used it for that long (with Half-Life being one of a few exceptions).
Seeing that the Quake II engine was obsolete, the development team at 3D Realms switched over to the amazingly beautiful Unreal Engine, and gamers couldn’t be happier.
In fact, I would rather see a whole lot of companies coming out and taking advantage of these great engines rather than programming their own, then cramming into the wee hours of the morning to get a game out before the holiday season.
www.escmag.com /features/crappy.cfm   (692 words)

  
 Quake Standards Group - View topic - Quake Engines Family Tree.   (Site not responding. Last check: 2007-11-04)
Quake Standards Group - View topic - Quake Engines Family Tree.
Its a attemp to map a few map engines on a "family tree".
Quake Engines Famility Tree is licensed under a Creative Commons License.
www.quakesrc.org /forums/viewtopic.php?t=4551   (557 words)

  
 Game Engine Anatomy 101, Part XI
However, using the Quake 3 engine was still one heck of a head start.
Game engines have the advantage of solving the complete set of technical problems in game development, with the drawback that they tend to include assumptions about game genres built into them.
Game engines come with full source, which is a blessing (you can see exactly what's happening internally, and you're free to extend it however you want), and a curse (if you change it, you'll have to merge changes into new versions).
www.extremetech.com /article2/0,1558,1156337,00.asp   (968 words)

  
 N-Gage Gaming News, DRG 3D Allows Doom/Quake Gaming on N-Gage - N-Gage News, ngage news, nokia info, games and news.
Bobbee Tec has announced that the Series 60 Mobile version of their DRG 3D Game Engine is now available for licensing to third-party developers and publishers.
Bobbee Tec's DRG 3D Game Engine is the only technology available that can take PC-based games designed for the Quake or Quake 2 engines and actually run them on the GameBoy Advance!
The DRG 3D Game Engine features unsurpassed technical specs and is the sole handheld and mobile engine to support lightmapping, true 3D models, real 3D physics, and all the bells and whistles gamers usually expect to see only on PC and high-end consoles!
www.ngagegaming.com /news/news.cgi/article/EpZpyuplVycuzGHNqV   (359 words)

  
 QuakeDev.com :: Forums :: Qexpo 2006
As for whether this will be quake 1 only, or a more inclusive event, that is still to be decided.
Urre would be an excellent candidate, as he has been around the Quake scene for a long time, and has experience with website and adminstrative responsibilities (sorta).
I believe July 22nd is the actual aniversary of the quake retail release, so that seems a sensible date to base it around.
www.quakedev.com /forums/index.php?topic=766.0   (1066 words)

  
 How to compile the Quake 3 engine source - DevMaster.net Forums
Although the tutorials/articles are outdated, the forums are very active with many people modifying the Quake 1, 2, and 3 engines.
Sure the engine is widely used and powerful but it has a good deal of weaknesses.
The code can be quite cryptic and too many new developers are lured into coding with one of the three quake engines.
www.devmaster.net /forums/showthread.php?p=21840   (907 words)

  
 quakeworld.nu
The website for the fourth edition of the European Quake League has finally been launched and clans are now free to register at the site if they want to compete in the league next season.
Games: There will be again Quake 4 2x2 tournament which is going to be played at Q4MAX modification, Quake 3 4x4 OSP tourney, Quake 2 1x1 jump'n'railng style and QuakeWorld in 2on2 tournament as well.
Every so often I download one of the online quake engines and try it out but I haven't played Quake 1 seriously for such a long time.
www.quakeworld.nu   (1550 words)

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