Quake 3 Source Code Review
An anonymous reader writes "id Software has a history of releasing the source code for their older games under the GPL. Coder Fabien Sanglard has been taking it upon himself to go through each of these releases, analyze the source code, and post a detailed write-up about it. He's now completed a review of the Quake 3 source code, diving into the details of idTech3. It's an interesting read — he says he was impressed in particular by the 'virtual machines system and the associated toolchain that altogether account for 30% of the code released. Under this perspective idTech3 is a mini operating system providing system calls to three processes.'"
Todays compotor scientists program with pure thought connected by JSON/XMLhttpREQUEST to a HTML5 document tree located in four-dimensional time on the APP STORE. This "code" shows that Id software is living in the PAST and won't be arouned for long, it is a DINOSORE and I am going to eat its stock markets for BRUNCH with BEAUTIFUL HOOKERS and jesuse!!!!!
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But I can't help but revel in the growth and extension of public domain engines and assets by willing companies. As a dum-dum, I still see a lot of value in Q3 based projects. They really look good enough(for me), and I hear good things about the netcode. It isn't the end-all-be-all of engines, but it really is one of the first modern commercially sold engines available to the rest of us. If I may be so bold; gentlemen start your engines. I can't wait to see what you come up with.
Just so we're clear, Quake 3 and its source code are NOT in the public domain.
There's no -1 for "I don't get it."
You have just spouted utter nonsense, and have made a more valuable comment than most other people here.
People have aneurisms and shit.
"Under this perspective idTech3 is a mini operating system providing system calls to three processes"
Uh, yea, we call them things an API framework.
With a completely free game, how does one recoup the $99 per platform per year fee for a developer certificate?
I do not understand what you don't understand about "do not need to pay anything."
It costs per year to get onto the iOS App Store, Mac App Store, Amazon Appstore, or Windows Store, even for applications priced at $0.00. Epic sees none of this. So let me rephrase: With a completely free game, how does one recoup the $99 per year fee payable to Apple for a developer certificate?
From a quick reading, I don't get the point of this system.
Couldn't they just compile their C code to a dll normally and then load that dll and call vmMain?
I don't see what those "virtual machines" are bringing.
No! I'm Spartacus!
Consider the case of somebody who doesn't (yet) have a job in a given industry. A job seeker will want a portfolio to present to those responsible for hiring, and I don't see how anybody will pay a job seeker to build a portfolio.
Video game engines are pretty intense. I can't imagine what the code for engines that utilize multiple graphics cards and multiple processing cores looks like.
So what?
You want to build an app for IOS, sell it for a buck or 5 and act like a pro.
If you want to give it away as portfolio material so someone might give you a job. The stop whining and spend the $100 as a cost of education. Maybe you'll get a job or maybe not. But its still a drop in the bucket compared to the amount of money you don't make by not having a job, or the amount of money you spend getting an education.
If someone is passing you on the right, you are an asshole for driving in the wrong lane.
I would think that a game or demo developed while studying would be a good start.
I agree with this. However, Slashdot user CronoCloud has told me that certain games that I have made available on my web site would be a net negative in my portfolio for various reasons. What aspects are video game companies looking for in the games and demos in one's portfolio?
You mean Spasticus
I was an APL biggot in the late 70's and early 80's. I could get more done in an hour than an excel expert, a gui expert, a numerical analyst, a text manipulator expert could do if given a Monday Morning assignment.
I finished a project to convert several thousand TSO and JCL scripts in about three hours that in the contest with the System Programmers, took them about 10 days.
The SP guys wanted something that was low overhead. I needed something NOW. Surprisingly, my solution worked and was used for another 10 years in the department, until that support person retired. At that point, the language also retired with him.
I am trying to resurrect my skills in APL development. It is a language for fun and profit. No, it is not about Quake, but I could not figure out how to introduce a new topic.
Leslie Satenstein Montreal Quebec Canada