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Quake 3: Arena Source GPL'ed
Posted by
CowboyNeal
on Sat Aug 20, 2005 09:35 AM
from the flawless-victory dept.
from the flawless-victory dept.
inotocracy writes "At John Carmack's Quakecon 2005 keynote he promised that the Quake 3 Arena source code would soon be released-- turns out he wasn't just pulling our leg! Today it was released, weighing in at 5.45mb, it makes for a quick download and a whole lotta fun. Developers, start your compilers!"
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A Look At Free Quake3 Engine Based Games 77 comments
Thilo2 writes "As most of you probably know, id software released the Quake3 engine in summer 2005 under the terms of the GPL, nearly two years ago. Ever wonder what came out of it? Even though the engine is eight years old, just recently two independent projects have released fully featured multiplayers games, weighing in with downloads of about 550 megabytes each. Urban Terror and World of Padman, formerly modifications that required you to have the original Quake III Arena game, can now be played independently as stand-alone versions. Urban Terror combines realistic environments and weaponry with movement similar to Quake3. World of Padman on the other hand is a colorful shooter in comic style giving you fun weapons like water balloons and water pistols to shoot with. Last but not least there is Tremulous, a first person shooter with added real time strategy elements which has been out for quite some time now. Interesting to note, its game data is licensed under a CC license. All three games use an improved Quake3 engine from ioquake3, which has cleaned up the Quake3 source code since its release and made many improvements like OpenAL, Vorbis and SDL support, and thus are available for Windows, Linux and MacOSX. If you are willing to compile the engine yourself you can get support for even more platforms like Solaris or *BSD."
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Ha ! Bit late uh. (Score:5, Funny)
Take a look at VALVe, at least they released the source of Half-Life 2 before the game was released...
Ohwait...
My first hack (Score:5, Funny)
Mirror, sans registration... (Score:5, Informative)
Re:Mirror, sans registration... (Score:4, Informative)
Parent
porting (Score:5, Insightful)
Re:porting (Score:5, Funny)
Parent
Re:porting (Score:4, Interesting)
Parent
Re:porting (Score:3, Funny)
Re:porting (Score:3, Informative)
Real download link (Score:5, Insightful)
Re:Real download link (Score:5, Informative)
Parent
BugMeNot (Score:5, Informative)
Hmm (Score:5, Informative)
In short, I like. 1 thumb up. (Hey, it's still C, and I'm a C++ guy in and out.)
Re:Hmm (Score:4, Interesting)
Lollerskates.
Cleaner than q1 or q2 maybe, but it is not really a good example of clean / well written C code in general.
For example, take a look at CL_DemoFilename() for some real "OMGWTFBBQ".
I can't tell if that code is serious or a joke. But it's there.
As for stretches of pages of uncommented assembly code -- it's still there. See BoxOnPlaneSide() in game/q_math.c for example. Or S_WriteLinearBlastStereo16() in client/snd_mix.c.
I really wouldn't use quake3 source as an example of well formatted / readable code.
Parent
Re:Hmm (Score:5, Interesting)
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Re:Hmm (Score:4, Interesting)
While most of the code in game/ cgame/ ui/ etc are ok, most of the code in unix/ and win32/ is really ugly.
As for ugly low level C math code (game/q_math.c) most of it is actually pretty clean -- its the gobs of uncommented asm that's ugly.
The doom3 sdk is much better -- the simd asm code is in general very well commented.
But there's really little reason to use asm anymore, since the autovectorization in gcc is very nice. It also allows the compiler to optimize much better -- inlined asm functions are hard for the compiler to optimize.
As for hack free... no.. there are plenty of ugly hacks in the quake3 code. It's the nature of the beast
Parent
Re:Hmm (Score:3, Funny)
float Q_rsqrt( float number )
{
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = * ( long * )
Re:Hmm (Score:5, Interesting)
Anyone working on the Q3 codebase today should just delete all the asm code and use the C implementations. Making a commercial game with fairly high end requirements go 10% faster is sometimes worth writing some asm code, but years later when the frame rate pressure is essentially gone, the asm code should just be dumped in the name of maintainability. All the comments in the world wouldn't change this decision a bit.
>But there's really little reason to use asm
>anymore, since the autovectorization in gcc is
>very nice.
I was pretty much with you until that point. I fully agree that there is little reason to use asm anymore (I haven't written any in years -- Jan Paul did all the SIMD work for Doom 3). Knowledge of asm is good to allow you to manipulate compiler output by changing your C++ code, but there isn't much call for writing it by hand.
However, autovectorization in gcc is a particularly bad argument against writing asm code. Scalar compiler code is much, much closer to hand codeed asm in performance than compiler generated SIMD code is. Optimized SIMD coding almost always requires significant transformations that compilers can't really do on their own.
The argument about inline asm hurting compiler optimizations is only true if you are trying to use short snippets of asm, which is generally a bad idea. Asm code that doesn't loop a lot isn't likely to contribute significantly to your performance, with the exception of things like ftol replacements.
John Carmack
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Do stores still have the game? (Score:4, Interesting)
Thank you (Score:5, Insightful)
Mirror without the BS (Score:5, Informative)
What can be done with it? (Score:5, Interesting)
Re:What can be done with it? (Score:4, Funny)
Parent
Re:What can be done with it? (Score:5, Funny)
baaa-WHOOOM!
CLIPPY has been killed with a RAILGUN!
Parent
Re:What can be done with it? (Score:5, Interesting)
Parent
And that's why id Software rocks. (Score:5, Insightful)
They rule because they are open sourcing it to make room for cheap games based on that engine. Carmack and Co know that they don't have to give the engine out, but the people that follow their games religiously, this is kind of 'giving back to the community'. The fact this engine will be open sourced means that it can also be improved upon, free of charge. Indy developers (mind you, id Software is one of the FEW left) get a chance to develop a great game -- albeit one that lacks a bit graphically compared to the D3 and HL2 standards -- to cater to a niche crowd and make a name for themselves.
The sheer price to enter the market for game developing is HUGE. Especially when it costs more money to develop a reliable engine than to buy one from somebody else. Those engines can run into the hundreds of thousands of dollars, and for a small gaming firm, or even a lone developer, that entry fee is too high a price to pay.
id Software should be commended for their efforts to continue supporting open source, make room for solo developers, and help broaden the PC gaming genre as we know it by including those who previously had restraints on their investment into gaming.
And to those of you assholes who continually compare Doom3's engine to the Source engine, and say it sucks... just write an engine that's even half as good as the Q3 engine, and then maybe you can say what sucks, and what doesn't. Doom3 may not have been graphically spectacular in its own instance, but I have a feeling that the engine behind it will do much of what the Q3 engine did -- pave the way for amazing games, and challenge hardware AND software vendors to up their efforts to support the T&L and effects that the D3 engine is spectacular at.
Re:And that's why id Software rocks. (Score:5, Interesting)
John Carmack
Parent
Maybe now the OS X version will be fixed? (Score:3, Insightful)
Oh, and the screen dumps I've taken (multihead, radeon9600) are static, as opposed to game content. o.O
Filerush.com torrent (Score:5, Informative)
Tip for compiling on linux (Score:5, Informative)
eh... no need for perl here (Score:5, Informative)
that's all you need
Parent
MacOSX Version... (Score:5, Interesting)
So far, there's three pretty major bugs that I've noticed in my limited trial.
1. Trying to ping multiplayer servers crashes the game
2. Several of the 3D models are really messed up, and some are missing. I was playing against a bunch of bodyless people... all that were present was legs.
3. The Quake 3 header on the setup screen is missing.
The odd thing, is that I assumed that since the last build to come out of iD worked great on my G4, that the source would just compile and run without problems... boy was I wrong.
Of course I compiled under 10.4.2, and I think the last time it was compiled under 10.2.x, so the difference in compilers could probably be the difference.
Sounds good, but... (Score:3, Funny)
*runs*
Radiant (Score:5, Interesting)
First off, a big thanks to John Carmack for opening doors for developers... again.
The most exciting thing about this release is the GPL'd version of QeRadiant included with it. Radiant is a tool that many professional level designers swear by. For the first time ever, it is now available for independents to use when creating content for their own games. Prior to this, you needed a license from Id Software in order to use it for commercial purposes.
How to compile this on Linux (Score:5, Informative)
# Get the code
wget ftp://ftp.idsoftware.com/idstuff/source/quake3-1.
mkdir q3a
cd q3a
unzip quake3-1.32b-source.zip
cd quake3-1.32b
# Transformation for UNIX
find -type f -exec dos2unix {} \;
# Compiling
cd code
# Result
cd install
find -ls
# Install the packs
# You needs to original files!
# I do not find them in the source.
cp -a
# Playing
Gotta love grep (Score:5, Funny)
1.
2. i = 0x5f3759df - ( i >> 1 );
3.
4.
5.
6.
7.
8.
9. Note: Unix CR/LF in *.dsw/*.dsp fucks up MSVC++.
10. How the fuck did this happen?
11. some files, and between their revisions and ours we fuck this up.
12. break;
13.
14. {"rem", "Less than half a fucking man."},
15. {"rem", "You're fucking dumb! Suck it down."},
16.
17. this could fuck up if you have only part of a complex entity selected...
18.
License problem, GPL/BSD mixed code? (Score:4, Insightful)
Re:License problem, GPL/BSD mixed code? (Score:4, Informative)
Parent
Re:Source Source (Score:5, Funny)
Parent
Re:Unreal Engine 4 (Score:3, Informative)
Re:Unreal Engine 4 (Score:3, Insightful)
Chances that Doom3 will eventually be open source (minus that code they had to license or something): 1
Carmack kics Sweeney's ass. By the way, doom3 etc was designed for - you guessed it - doom3, while UE3 is designed to be used as an engine for lots of games, so its not a fair comparision. But hey, if we're going to throw around numbers, how bout you take a guess at how many games have used the Quake engines? It's pretty damn high.
p.s. Ubisoft using your engine isn't exac
Re:Unreal Engine 4 (Score:3, Interesting)
Re:Unreal Engine 4 (Score:5, Interesting)
We didn't charge much, but I still think they should have just saved the money and released their source.
John Carmack
Parent
Re:UT forever. (Score:5, Informative)
The uncompressed size of the source is just over 35MB.
Parent
Re:Last OpenGL version ? (Score:3, Insightful)
Re:Nice (Score:5, Informative)
It's the first guess for finding an inverse sqare root using Newtons method. We're still waiting for a mathamatitian to tell us if it's the best choice, but it works. That's one of Carmack's claims to fame in the CS world.
Parent
Re:Nice (Score:5, Informative)
This paper [google.ca] says that it was first found in the Quake 3 source. I guess it's in the SDK somewhere?
I wanted to add, too, that this is an example of why companies don't release code. They view things like this as secrets to be kept. Kudos to Carmack for having the confidence.
Parent
Re:Nice (Score:4, Interesting)
Parent
Re:Nice (Score:5, Informative)
there are several reasons why this code exists in quake3:
1) it was written back before modern FPUs and SSE etc. nowadays doing square roots in hardware is faster, especially if you vectorize. but back in 1999 it wasn't.
2) it was written for mods to use in the quake vm (quake's bytecode interpreter). an engine trap may have been slower.
Parent
Nexuiz is similar... (Score:3, Informative)
The really interesting thing is that its engine is derived from the "Dark Places" engine, which is (in turn) an enhanced Quake I engine. Over the years, the developers of Dark Places and Nexuiz have done an incredible job of bringing this engine up to date and adding high quality eye candy - it's closer to the Q3 engine's capabilities than its modest