by Baker » Thu Dec 03, 2009 10:50 pm
More information:
Michael Rennie's Flash Quake is a 2 part compilation process.
Stage #1: The engine [difficulty compiling = moderate]
Stage #2: Uniting the engine and the game data (single pak0.pak seems to work best) [difficulty compiling = rather trivial once setup]
Now, the engine isn't something that most people are going to mess with. Unless the idea is modding the engine. The "engine" portion is compiled into a quake.swc (think of this as the equivalent of a quake.exe).
This quake.swc "object" (not sure of the Flash technical term) is then a component in the FlashDevelop project that has what looks like a script of events and this is where the game data, the engine and whatever the script does (loading, etc.) is united into a compiled quake.swf.
Speaking of the engine source. I was shocked as to how little the source files are modified to support this. system stuff, input stuff, rendering stuff -- the usual "operating system" specific things.
But most of the rest of it is barely touched at all. I think the total changed source files was 17, which the average WinMerge differences around 6 on average with about half of them being 1 or 2 changes.