Quake 3 Source Code to be Released
fwice writes "QuakeCon has just kicked off and at the end of the keynote speech, John Carmack made an announcement saying that the Quake 3 sourcecode will be released shortly. "
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This is why I love idsoftware. Now we'll see some cool stuff done with the quake III engine, like with Doom Legacy, quakeforge, etc etc.
:)
Yay
-- The doctor said I wouldn't get so many nose bleeds if I just kept my finger out of there!
Cool! this also means projects like DEVMAP and QQQ can be released to a bigger audience
as always, filerush has got the goods: clickies
The article name is misleading as the Quake 3 source has been slated for release for a very long time now. It was pushed back because someone licensed the engine right at the end of its life cycle.
Have you metaroderated recently?
The licensing scheme will, of course, be of an utmost importance to the community of developers and the "article" doesn't say anything about it. Let's hope it will be a truly free license, preferably GPL, so that the source can actually be modified and re-distributed.
Well the Doom, Quake, and Quake II source were all released as GPL, so I'm unsure why you would expect Carmack to suddenly change his mind and go with something different for the Quake III source.
Jedidiah.
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Of course it's going to be GPL. Carmack release the Quake 1 and 2 source code under the GPL, so why wouldn't he do the same for Q3?
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He said in the keynote that it would be GPL (and then he went on for the best part of 5 minutes talking about how much he loves the GPL etc).
Actually, it's a good compromise. iD releases its older engines sources as GPL while still selling commercial licences for them to be used in closed source software. And apparently, they do sell them, for everything back to the original Quake engine.
It's a great gesture, and iD gets (as it should) a lot of respect from the OSS community from it; i just wanted to point out that they still do make cash out of their "older" engines. No conflict of interests there.
They made some nice changes to the engine : a particle engine, Ingame video playback, Cube maps, Specular maps, Lightblooms and some more modifications.
Have a look at this screenshot or even better, the videos
One site to keep an eye on for your Quake3 source needs is QuakeSrc, particularly the forums.
Most of the current Quake engine moders hang out here.
"directx" isn't just graphics, it's sound, input, etc. Doom3 uses opengl for graphics, period. It doesn't get converted to anything else, there'd be no point in that at all. It might use directx for other things besides graphics perhaps, mouse input, keyboard input, sound, etc.
I saw the source for Quake 3 long ago since I work for an IHV. I think the biggest benefit it will have over its predecessors is that it is much cleaner and easier to understand/modify (at least from my brief examination it seemed this way to me). It should be very straight forward to add in VBOs which numerous licensees have done. It will be a little more work to cleanly add fragment programs, but still not bad. Again licensees have already done this proving it's doable. Adding in stencil shadows really shouldn't be too much work. I'm sure adding FBO wouldn't be much work either, but depending on the effects you want to use this for they could take some effort. While I'm not as well versed in physics I imagine someone should be able to expand the physics engine of Q3 to the now popular rigid based per triangle collisions.
At this point for tons less work than writing a game engine from scratch you'd have a very nice modern engine for whatever you want as long as you release the source with it.
Thank you id Software.
was quite heavily re-written (hence the delayed launch date) by a company who was already au-fait with xbox development. I suspect they ripped out carmacks opengl code and put in a direct-x replacement, converting shaders manually etc. They also didn't have to deal with creating different render paths for different hardware (geforce 3 vs geforce fx vs radeon etc.) and only stuck to the nvidia card in the xbox, therefore reducing the amount of work required immensely.
I am NaN
Heya, Ghostface here (leader of the Nosferatu Team)
;) :)
No we are not really waiting for the Quake3 src in order to release Nosferatu for free. The game is based upon a heavily modified version of the Qfusion Engine which in turn is based on the Quake2 sourcecode.
Engine : Quake 2 -> Qfusion - > Nosferatu Engine
No Quake3 in there
We just use some data formats from quake3
And if you actually want to read Carmack's comments it's helpful to have a link to them rather than the Planet Quake homepage:
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http://www.gamecloud.com/article.php?article_id=1
Quake 3 was ported to WinCE + the ATI Imageon accelerator by Dan East (the guy responsible for PocketQuake). Google might have more info, I'm too lazy to look it up though.
The port was for a tech demo, I'm not sure it ever made it into the wild.
Presumably something will be released after the Q3 source is released.
I think I remember that they did have to modify Quake 1, due to various licensing issues. I would expect that this would be the same thing with Quake 3. Might not be that difficult since 90+ of the code was made by ID.
Put all this into a
To test, try starting up two mplayers or something.
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