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  • #16
    Originally posted by theRocketman View Post
    bottom line is would you WORK for it? if so pm because I'm starting Quake++
    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!

    But ya... I know just enough QC to be considered dangerous to any Quake mod.
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    • #17
      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 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.

      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
      http://www.nextgenquake.com

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      • #18
        Originally posted by Phenom View Post
        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!

        But ya... I know just enough QC to be considered dangerous to any Quake mod.
        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.

        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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        • #19
          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

          Michael
          Last edited by MadGypsy; 03-24-2012, 03:35 PM.
          http://www.nextgenquake.com

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          • #20
            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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            • #21
              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 Post
              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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              • #22
                Originally posted by gnounc View Post
                your answer is the quake 2 engine.
                ^^ That

                The engine code is also cleaner and more organized than the Quake 1 source code in the form it was released (not surprising).
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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