Tag Archives: truevision3d

Emulating Quake – Part II

Quite a few things have been happening since my last entry. Yes I did work on the project through christmas and the new year’s festivities. Most of the code since my last entry got restructured and rewritten to accommodate features as I’m moving along. Its interesting how one’s line of thought evolves as you are working on a project.

What have happened?
Unlike 18 December, I have split the data structures now into two distinct parts: “disk” structures and “memory” structures. The “disk” structures are only used to store data loaded from the Quake media files, in this case BSP data, from where it is used to build the more practical “memory” structures used by the game code. Apart from all the rewriting some code the new features added to the game project is:

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Emulating Quake

Lets start by saying that those two words used in my subject has unleashed quite some interesting responses.. in far more ways than I expected. Given the facts from all sides, this is what is happening and what is possible through this.

First question would probably be: “Why Quake?”
Its very simple actually. Quake is the most simple of the modern-day polygon-based FPS games out there, with the least or none extra logic that is not the gameplay itself in making a simple FPS game.

Your second question would probably be: “Why emulate/re-write Quake?”
To set the record straight, its an emulation of Quake “The Game” and not a re-write of Quake “The Engine”. Infact, the old engine is so outdated right now and has such a lot of porting problems and design flaws in it, it will be just as hard fixing it as it will be re-writing it.

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