Is quake3/ioquake's OOP good to do a large game?

  • Is quake3/ioquake's OOP good to do a large game? jokoon

    Everybody heard about the release of the Quake3 source code.

    But since it's plain C but uses OOP a little, isn't it too complex to decipher or to use for large projects such as a 3rd person shooter/hack&slash with smooth camera movements ?

    Would it be a good idea to use it instead of Ogre, I want to be sure it's really harder to use since it's only an engine dedicated to FPS.

    Ogre seems to be a standard OSS, especially when thinking about OOP, but since I'm not looking for complex effects and since the rendering quality of quake3 seems to be good enough to me, I wanted to ask what did the release of the quake3 engine changed for open source developpers (except the infamous invsqrt method).

    I heard Carmack released it for students or people alike, but C++ is here: is quake3's code obsolete compared to Ogre's when it comes to learning ?

  • If you want OO follow Ogre. Quake is more built for itself, messy, and seems like that had a tight deadline and didn't care about structure.

c++ c quake3
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