I just wanted to note that there is indeed overlap between C and QuakeC. The latter is like a simplified C dialect for a special purpose, ie. to run Quake. Hence it uses its own terminology and a number of typical reoccuring methods usually refering to an entity (a "thing" in the game is an entity and it does certain things each frame, such as touch / think, and has a number of properties (fields) such as .health, .enemy, .origin, .velocity and so forth.
Here is a QuakeC primer.
Quake-C Specificacions v1.0
I too learned QuakeC after first knowing C. The hardest part is to understand how the flow is, and in which order, roughly, things happen every frame. Plus all the established terminology that's outlined in that paper I linked.
It's not really hard, though. And you will have an advantage if you already know things about vectors, dot products etc.
Here is a QuakeC primer.
Quake-C Specificacions v1.0
I too learned QuakeC after first knowing C. The hardest part is to understand how the flow is, and in which order, roughly, things happen every frame. Plus all the established terminology that's outlined in that paper I linked.
It's not really hard, though. And you will have an advantage if you already know things about vectors, dot products etc.
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