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

jokoon
  • 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.

Tags
c++ c quake3
Related questions and answers
  • that make really hard to work with when coding some functions that use them. I was thinking of making ie. SimpleMesh and HierarchyMesh objects, which will also require that the renderer can deal...well... I'm building the animation system of my game engine (the skeletal and skinned animation stuff), and I came to a point where I added so much functionality in the frame and node structures that it seems to be excessive for some applications, and it ends up adding too much complexity when working with simpler objects. Objects like boxes or simple meshes that are meant to be static objects

  • I have a simple question. For people that know and built ogre3D from source as a Static library, what is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason I'm asking is because in the Ogre forums, I have asked about this and didn't get a good reply... yet. The other reason is because even though I link to the boost library, I get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW

  • or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics...hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful

  • this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when...::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre

  • I am using Ogre for my rendering engine, and I planned on just using the .mesh format that is setup by default with Ogre. However, I recently purchased a large number of 3d assets from a company, only to find out that they use 7 blend weights where as Ogre has a max limit of 4. I don't know much about modeling and animation (which is why I purchased the art) but just from thinking, it is probably fairly difficult to change something like this in the model without having to reanimate it. So this led me to think about a custom model format. I know the basics of what is stored, verts/polygons

  • at the source code since I have not a clue to where I should begin). The reason he gave for this was because while it may be slightly slower to do things the naive way, it's not much, and in many cases... that. All this seems well and good, except I have one question, why not linked lists rather than arrays? Sure, if you had to make your own linked list class, I would be on board, but in c++ anyway, assuming...I was recently listen to a talk that Jonathan Blow gave, you can find it here. In the talk, he was talking about what data structures he (and he seemed to imply many others) use, and why. Which

  • use. So far I gathered three possible Frameworks, I want to list here: XNA with the OX-engine: I already have some experience with XNA and the Ox-engine seems to be the best possible open source engine I could use here. OGRE-engine: Always wanted to get a little deeper into C++ and the engine seems to be well documented. Cryengine/Sandbox 2 or higher: Well this one also needs C++ knowledge, seems... is what engine would you guys recommend? Is there any other stuff I have overseen? as mentioned before getting a little more into C++ would be great to but it is not a "must have" as I alredy worked

  • Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on libraries that insist on specializing on one part of what makes a game (like Ogre does for graphics, and OpenSteer does for steering), rather than engines/libraries that try to feature a lot of different features. 3D Graphics: OGRE3D http://www.ogre3d.org/ Irrlicht http://irrlicht.sourceforge.net/ Sound: IrrKlang http://www.ambiera.com/irrklang/ Found this: http://wiki.gamedev.net

  • a crash. Here is the source code for the main class : https://github.com/balazsbela/OgreVisualizer/blob/master/src/VisualizerApplication.cpp#L221 Also the crashes seem to happen less often when I display the framerate overlay from Ogre samples. Would limiting the framerate help ? The crashes are seemingly random. Is it a performance issue ? Please help me out, I'm quite lost on this one, I...-to-fix-ogre3d-segfault-with-std-rb-tree-insert-and-rebalance Backtrace: [email protected]:~/workspace/OgreVisualizer/Release$ gdb OgreVisualizer core GNU gdb (GDB) 7.2-debian Copyright (C) 2010 Free

Data information