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!
I wonder if this source code will be modifier and edited some way to keep some company secrets hidden or if the comments will be purged.
Should be interesting...
mattdev@server$ touch
cannot touch `/dev/genitals': Permission denied
Cool! this also means projects like DEVMAP and QQQ can be released to a bigger audience
as always, filerush has got the goods: clickies
This seems such a reasonable model for making money out of software, but still keeping in touch with open source. Let's be honest, there are areas of software development that get some benefit from a commercial model and the cash incentive from selling your software when you're done. Game engines, where being cutting edge counts for a lot, is one of those areas. At the same time, software tends to go out of date fairly quickly, and if it was developed as a commercial app then it often ends up as abandonware, lost to the world - no longer being sold. Once you've stopped making cash out of your software then open source it and provide the community something to play with. You can end up with results like Tenebrae which is a fairly impressive open source engine considering it is built originally from Quake I source.
I wish there were some other commercial developers that could manage to follow the same sort of pattern. Do some of the old X11 nVidia drivers contain sufficiently outdated stuff that they could be safely open sourced? Are there some other applications that are currently locked up, not being sold nor developed, that could be opened up? I assume part of the problem is bookkeeping: you can keep software on your books as an asset even if you probably couldn't make a dime trying to sell it anymore - and "goodwill from the community" doesn't fit into accounting.
Jedidiah.
Craft Beer Programming T-shirts
We can finally have Quake 3 on linux!
Oh, wait...
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?
DXQuake3 : http://www.dxquake3.dsl.pipex.com/e s.htm
DXQuake3 features : http://www.dxquake3.dsl.pipex.com/dxquake3_featur
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?
One man's selflessness is another man's annoyance.
3D realms just announced they are about to start writing the source code for Duke Nukem Forever.
as long as they port it to text mode I'll be happy.
ttyquake
some screens for the lazy
screen shot
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.
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
You can be a nice guy, even if you have millions of dollars. Although there are some posts which discusses the significance of this release, years after the game went out, i feel like i should remind you guys: this is not a donation to poor software houses so that they can come up with a new hit.
This is about letting some other (even if they are in the software industry or not) guys learn something from what you have done.
Carmack has been one of the legends of the genre, and even if his usual habit (create the best visual environment possible, and go on) has started to loose it's success (half life vs doom 3) there is no doubt that he is very very good programmer. For a lot of other programmers, it's a good oppurtunity to see what kind of tricks he's been doing.
The release is late, but this makes it fair for the companies who paid to licence the engine. If you can't make money from a source code in 4 years after you've bought it, than you have much more serious problems than this release. It's kinda sad to see all those complaints, since Carmack has no obligation to release code, and he gets complaints instead of thanks when he does it.
I'll possibly never compile the thing since i don't have time for that as an "enterprise developer" (oh god, why did i fail so badly?), but it'll feel good to have source code of quake 3 somewhere around my hard drive.
Whatever, good work Mr. Carmack, thanks..