Andrew's Quake2 engine

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Postby andrewj » Sun 30 May 2010 11:13 am

(I split this topic off from the other thread)

@Lysander: I dunno about GLM, I think I'll worry about getting the Quake 1/2/3 model formats working first.

It already supports ZIP/PK3.

Since this is Quake2's networking code, playing over the internet should work fine. But I'm not making an online game (MMO or whatever).

I must admit that I don't have much idea yet of what sort of game I'm going for. I know what I'm not doing, and that's Deathmatch or CTF (which is well covered) -- it should be a game that's fun to play alone or cooperatively, perhaps with randomly generated maps. I will think more about it once the engine has developed a lot more.

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Postby Lysander » Thu 03 Jun 2010 2:17 am

Yes, it sounds very promising. I'm not going to hold my breath for a release, but I'm also pretty patient with these things. I survived on just DeHackEd for over five years until anything beyond some simple hex edits could be done to the game engine.

Especially with what will essentially be a Quake III-type of game engine (it's safe to say that, considering the hi-res graphics, MD3s, PK3s and MP3s in addition to more modern features as well), or even better, I'll wait as long as I need to. Meantime, I need to brush up on my modeling skills... which as of now are next to non-existent.

Also, your mentioning of Tomb Raider opened up a Pandora's box. With full 3D support, third-person-style games would work quite well. 8)
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