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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 )


    *EDIT* or ported the whole damn engine would be nice

  • #2
    I'd like to know this also!
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    • #3
      People have said this in the past. I'll wait for MH or Spike to comment, but personally I see no advantage.
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      • #4
        I did a little google search for this, but the only thing I found was c++ ports for Quake 3. Honestly, I think it would be great if Quake was ported to C++, Python or Both. QuakeC 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
        Last edited by MadGypsy; 03-23-2012, 06:35 PM.
        http://www.nextgenquake.com

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        • #5
          QuakeC is object oriented too.

          The only real advantage is being able to run your game code in a proper debugger. That can't be understated - debuggers are awesome. Tradeoff of work required versus potential gain - no idea. It's not going to perform much better though so don't fool yourself into thinking it might. You'll get 5%/10% or so, but the real bottlenecks are elsewhere.

          I've ported the engine itself to C++ on a number of different occasions. The only real gain it gives you is being able to auto-register cvars; everything else is style and personal preference, which is totally debatable.
          IT LIVES! http://directq.blogspot.com/

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          • #6
            Originally posted by MadGypsy View Post
            I did a little google search for this, but the only thing I found was c++ ports for Quake 3. Honestly, I think it would be great if Quake was ported to C++, Python or Both. QuakeC 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
            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,
            Originally posted by Phenom View Post
            I'd like to know this also!
            bottom line is would you WORK for it? if so pm because I'm starting Quake++
            Last edited by theRocketman; 03-23-2012, 10:01 PM.

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            • #7
              Originally posted by Quake Reference manual: Chapter 3.2.2
              If Quake C was an object oriented programming language, method functions would be distinguished from the other fields and you would be able to create new object types, with their own fields.
              Michael
              Last edited by MadGypsy; 03-23-2012, 09:31 PM.
              http://www.nextgenquake.com

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              • #8
                C++ 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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                • #9
                  Originally posted by Cobalt View Post
                  C++ 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.
                  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.

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                  • #10
                    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.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #11
                      Originally posted by R00k View Post
                      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.
                      Im not just converting the game code,

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                      • #12
                        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.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #13
                          Originally posted by MadGypsy View Post
                          QuakeC 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
                          Aside from wanting to port just for the experience of doing so,
                          the above is the only reason I see.

                          And for that, your answer is the quake 2 engine.
                          Gnounc's Project Graveyard Gnounc's git repo

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                          • #14
                            Originally posted by R00k View Post
                            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.
                            Challenge accepted.

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                            • #15
                              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++.
                              Scout's Journey
                              Rune of Earth Magic

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