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  • #16
    Wot Baker said, basically. The sole reason why DirectQ existed in the first place (there are other reasons now) was that I wanted to play Quake on my laptop. Every OpenGL engine I tried hard-locked the OS by sending the driver into an infinite loop on me. Every one; the driver was that bad. So I said "fuck it, I'm porting Quake to Direct3D". The intended audience was one person - me.

    Of course I could have used software Quake instead, but I was still a gfx weenie at the time (I have since seen the light) and I wanted a fancy particle system. I also wanted to learn D3D because learning new things broadens your horizons, enriches your experience, and gets you out of the ghetto of any comfort zone you may be in. So I did a D3D port. And it ran at 3 times the speed of OpenGL and never hard-locked once. The OpenGL driver really was that bad (and this was a reasonably popular Intel chip).

    There are other advantages of D3D over OpenGL, but they lie behind the scenes and affect the coder rather than the player. It's vertex buffer, shader and render-to-texture APIs are a LOT cleaner and easier to use than OpenGL, for example. It has proper capabilities querying. It doesn't arbitrarily fall back to software emulation. It comes with it's own image loading and window management code. Etc.

    Don't get me wrong, portability is great, and what I'm working on now is fully portable and will run on Windows, Linux and MacOS, but sometimes you really do need to make the decision between using a portable API on the one hand and using an API that Just Bloody Works on the other.
    Last edited by MH; 08-19-2010, 03:10 PM.
    IT LIVES! http://directq.blogspot.com/

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    • #17
      Originally posted by Baker View Post
      Here is the link you are looking for:

      Just Fucking Google It

      /Lazy mutherfucka. Thanks for Wolv for the inspiration!
      Hah. Wtfok.

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      • #18
        Let me google that for you

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        • #19
          omg thanks baker

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          • #20
            Originally posted by mhquake View Post
            Wot Baker said, basically. The sole reason why DirectQ existed in the first place (there are other reasons now) was that I wanted to play Quake on my laptop. Every OpenGL engine I tried hard-locked the OS by sending the driver into an infinite loop on me. Every one; the driver was that bad. So I said "fuck it, I'm porting Quake to Direct3D". The intended audience was one person - me.

            Would you tell Atlas to shrug?

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            • #21
              Originally posted by Baker View Post
              Qrack was a fork from JoeQuake 0.14; JoeQuake had 3 revisions after that.
              Actually it was the 0.13dev version. I had been tinkering with ProQuake previously and been reading tutorials on engine coding on the QSG. I actually was thinking of using the QIP engine source as a base to merge PQ+QMB+QIP, then JQ came out. The only main reason for using it as a code base was it compiled without any modification to anything in MSVC 6.0. I just unzipped and double clicked the poject file, then BUILD and poof I was like oh shit! I immediately contacted Joe and ask his permission to use his engine as a code base for something that I could use to support CRMOD, CAx and CRCTF; a ProQuake compatible engine that provided Q3 like gfx. Also, any particle additions I have made I prefix with QMB_ not to say they came from Dr. Labman but would integrate cleanly if someone else wanted to rip out the particle engine for their own use. I'm not even sure exactly what QMB means "quit making bombs" ? In the same regard, Qrack 2.01 uses MSVC2008 express and will compile with a clean install, all required files are included.
              Last edited by R00k; 08-21-2010, 01:15 AM.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #22
                QMB=Quake Made Better, I believe.
                Some Game Thing

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                • #23
                  Thanks for the info MH!
                  dfsp*spirit
                  my FPS maps

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