Advanced Open Source Engine Based On Quake 3
An anonymous reader writes
"Phoronix is running a news story about the XreaL project, which its lead developer claims is the most advanced open-source game engine. XreaL is based upon the vintage Quake 3 engine, but it has been rewritten over the course of many months such that it no longer resembles the original id Software engine. The XreaL engine has its renderer written entirely in GLSL with compliance toward the OpenGL ES 2.0 specification in mind, but it supports the new OpenGL 3.0/3.1 specification and is able to take advantage of its new features. XreaL has also added an HDR pipeline to its engine and on modern hardware is actually GPU — not CPU — bottlenecked. XreaL can also load game content from Unreal Tournament 3. This engine, which is described to be as powerful as what can be found in Doom 3 or Call of Duty 4, is written entirely with free software. The XreaL project has created plug-ins for Maya to broaden their game development capabilities."
YAFPS
The pure potential is awesome. If, however they are uptight about letting people develop non-open-source games for this it will fail, hard.
hopefully this will lead to more modern-looking open-source games. That's the reason the regular gamer won't play open-source. Unless there's somethign else i nthe game you can't find anywhere else :P.
tux racer will never be the same
If you are having issues with the screenshots, you need to be more patient. At first, I thought the site was broken. When you click on a link, the webpage turns gray. If you wait long enough, the image will load.
YAFPS
Not only YAFPS, but also the screenshots are poorer than other FOSS FPSes. For example, they lack basics such as dynamic shadows.
It seems the article authors got excited from the claim that the engine is written in GLSL and is OpenGL 3.0-focused. That, and the engine developer is not exactly humble, with claims like "definitely the most advanced open-source game engine".
Instead of dissing other engines - which offer greatly superior visuals, to boot, just look at screenshots - he should let his achievements speak for themselves. They don't, thus far.
I've messed around with this thing over the past few years since I have a lot of interest in any new developments in the Q3 engine. My feeling is that it's klunky and not very optimised. Running on the same system that I am able to play such games as Timeshift or Bioshock completely fluidly, XreaL offers pretty poor performance. The last build I tried a few months ago also didn't look all that great, especially for shadows.
XreaL gets a lot of appreciation for what they are trying to do, but it's more of a tech demo. It isn't nearly at the point of being ready for use in games.
now if there were games that use it...
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
... the major cost and time sink in game development is content generation.
The question is, is the engine good enough to be used by commercial industry and would they want to given the fact that companies are a bunch of copyright nazi's?
It's cool to have an open source engine but it's highly unlikely any open source developer will be able to develop a compelling game on it given the enormous time and resources it now takes to create a modern game and live up to today's expectations.
I'd really like to see open source art asset generation tools, IMHO the future is automating the creation of things like art, etc, which at the present is woefully tedious and time consuming.
Actually it's based on ioquake3, which itself brings lots of improvements to id software's Quake 3 engine.
Have a look at http://ioquake3.org/improvements/
I don't think so. Projects like Nexuiz and Tremulous exist without non-commercial variants. This may be different for office applications, where managers want a vendor they can hold responsible. For instance Sun which still sells the commercial Star Office that is not much different from Open Office.
This said, a big thanks to Id software for open sourcing their older stuff.
C - the footgun of programming languages
I am looking forward to Intel's ray-tracing solution, that will make creating of any game *much* easier. Just place your objects to scene and there you go, no need for object simplifying algorithms and computing of all sorts of stuff related to lighting. If they bind it to Java in some smart and powerful way, everybody and my cat will be able to create great-looking games. Finally, playability part will become major factor instead of stupid shadows and FPS.
839*929
The biggest problem in the OSS gaming world is content, that is, graphics and sound; for every programmer we need 5 artists at least.
Game companies usually employ a lot of skilled artists, but their content is closed as hell and is soon forgotten once the game becomes obsolete.
What if we could allow those companies to use this engine without publishing the source and modifications, which normally would be a violation of the GPL license, but arranged in a way they give in return the use of their art only in OSS games?
The screenshots are pretty weak, honestly. I know it represents a lot of hard work, but they should avoid hyping it until they have something more substantive to show. What they have is barely at the level of games for the Wii, much less modern PC games.
Quake3 was released under the GPL. That means no non-open-source games with it, ever, unless id changes their minds -- and even then, they'd have to get a release from every participant.
Not that it necessarily matters. As Loneowolf666 points out, Nexuiz is very playable (and fun) without needing a commercial game.
On the other hand, not all commercial games would be ruined by an open client -- for example, Second Life already has an open client, and their client arguably sucks performance-wise; something like this could help them quite a lot, if their license is compatible. (If not, their specs are open, so it's possible an XreaL-based client could be developed without the use of the original SL code.)
Don't thank God, thank a doctor!
One of the things these people have to do is take a page from Valve and Epic and look closely how the two created modding tools for their engine.
Well, Unreal Editor doesn't really allow you to make an entirely new game out of the Unreal engine, but it's an incredible mapping tool, much better than Hammer for the Source Engine.
But, Valve has other tools as well, such as Faceposer to help in lip syncing your models. As well, the event based choreography of NPCs and physics seems to me to be unparalleled. NPC see's enemy, fire an event, which triggers the NPC to freeze, since the enemy was MEDUSA ALL ALONG! It's very intuitive programming.
So this engine needs to have an infrastructure in place to make modding as intuitive, as well as tools that make use of that infrastructure.
I'm god, but it's a bit of a drag really...
uh, qyuake 3? Assumo man, like I really really liked quake 3, FIVE YEARS AGO !!
We are interested in using this to implement an architectural walk-through for new buildings that are being proposed and others that are being considered for renovation. We have heard that the Quake engine has been used for this purpose, but have not found any way to vault the learning curve.
Are there any good examples that would facilitate entering this type of development, or is their any concrete information on implementing this type of usage?
Well not stricly a game engine but Ogre is the leading open-source 3d engine at the moment with a well established position and dozens of completed projects[including commercial ones]. And it's years now on the market.
It might even give the original Half-Life, a 10-year-old game, a run for its money!
Because last time I checked, xReal looked like a badly made mod for Q3, and OverDose looked like a legit retail quality game. Not trying to start a "who is better than who" war here but OverDose has probably the best tech out there, plus its based on Q2 code, not Q3. xReal will only ever be as good as the art it takes from mods and maps, thats the biggest gripe I have with it. Its just another "Open Arena" clone, it does nothing new. http://www.teamblurgames.com/overdose/
teabagging and bunny-hopping to the X degree.
Good people go to bed earlier.
There's this hotel... well, no. A LAUNDROMAT! And this guy is hired as a caretaker over... uhm... SPRING BREAK! So he and his family move into the apartment upstairs and instead of focusing on finishing his blog, he winds up in wacky adventures with ghosts from a tragic accident on a GGW video, four kids and a dog.
The whole thing ends up with a guy in a coyboy hat fighting off a giant sewer spider while a couple of old insomniacs are making out in a parking lot.
My agent tells me it's a winner. I'm personally leaning towards selling the concept straight to Syfy as a miniseries instead of dealing with the whole blah...blah...blah... writing thing.
#SickNotWeak
The Q3A wasn't copied here, Id released it under the GPL. This project has then extended it, with a lot of features not found in the original. Take a look at something like the Nexuiz engine for comparison. This is based on the Quake 1 engine, but now has very little code from that era left and supports a number of things that were not in the Quake 2 engine and a few not even in the Quake 3 engine. The fact that something is based on a project that was originally developed and released as a proprietary product does not diminish it.
I am TheRaven on Soylent News
1. Not all FOSS games are crap. Certainly, some are, but I just played Urban Terror last night, and I've found it to be a lot of fun. I'm hoping this engine will produce something at lesat as good.
2. Artists and programmers??? In the same room??? Are you crazy??? The universe will explode!!! Seriously, I've found some good artwork in Urban Terror, and I'm sure if the gameplay is good that someone will do the same for this platform/engine/thingy. Great idea to support Unreal Tournament art/mods/whatever because that gives you a pretty rich base to start.
3. For me, it's MUCH more about the gameplay than how it looks. Different I'm sure for your average 16-yr-old who is happy to button mash just so it's sexy. Looks matter some, but if the physics are bad or the game is buggy, forget it.
The great thing about an Open game is that it can be worked on for fucking ages and still come out to be positive.
You can't sit around for fucking ages waiting for everything to come together.
You have to make it happen now.
Projects need leadership. Projects need discipline. Projects need goals.
The FOSS developer can't expect an unlimited commitment from outside talent that sees significant opportunities opening up elsewhere.
The reason is that doing a complete set of artwork for a game is hard, and extremely time consuming. Most people, if they have the time, skills, and interest, will join a mod project, rather than develop something completely new from the ground up. Most of those mod projects subsequently amount to nothing due to poor interpersonal communications, inability to meet deadlines, real life getting in the way, etc.
So for a FOSS game artist, you're asking that a person be talented, dedicated, able to meet deadlines, not interested in the mod scene, technically adept (probably), good at working with others, and willing to work for free.
Then you have to find the same thing in a half dozen other people, some on sound, some on levels, environment, character models, etc.
Making a video game is a tremendous undertaking these days. Anyone capable of making a good game for free probably shouldn't sell themselves for that little.
Well, if it's based on Quake, it might be wotrh playing, if this ancient machine of mine will run it. the biggest game i've run is the online Instantaction.com games.
>gamepads
Stupid console kiddies these days think it is a good idea to play FPSs on a console and with a controller... GET OFF MY LAWN!
Give us an operating system that can reliably address four keyboards and four mice, and we'll get off your lawn.
It is a little of topic. But what I see as lacking on many open source FPSs is nice AI. Besides playing online, it happens that I like to play in single player mode, and some nice SMART Ai would come in handy for that.
-- dnl
I'm not seeing anything that looks 21st century here. This is circa 1999 all the way...
------ The best brain training is now totally free : )