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DarkPlaces game engine encompasses more than 10 years of research and development in the field of real-time game engine technology by Forest "LordHavoc" Hale and Rudolf "divVerent" Polzer. | DarkPlaces game engine encompasses more than 10 years of research and development in the field of real-time game engine technology by Forest "LordHavoc" Hale and Rudolf "divVerent" Polzer. | ||
− | Based | + | Based off GPL GLQuake engine source code released by id Software, DarkPlaces Game Engine is one of the most solid and robust 3D engines available. It lets you to unleash your creative potential at virtually no cost. Being an open source 3D game engine under the GPL license, it only requires you to credit its creator and share the fixes and new implementations you might have made for your application or game. |
==Features overview== | ==Features overview== | ||
This is rough feature overview written by Forest "LordHavoc" Hale. | This is rough feature overview written by Forest "LordHavoc" Hale. | ||
− | + | <h3>Basic features</h3> | |
* Supported Platforms: '''Windows''', '''Mac OS X''', '''Linux''' | * Supported Platforms: '''Windows''', '''Mac OS X''', '''Linux''' | ||
* Future Platforms: '''iOS''', '''Android (in development)'''. | * Future Platforms: '''iOS''', '''Android (in development)'''. | ||
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* BlindID user hash generation for online leaderboards. | * BlindID user hash generation for online leaderboards. | ||
− | + | <h3>Renderer</h3> | |
* API supported: Direct3D 9 Shader Model 3 (in development), OpenGL (all versions), OpenGL ES 2.0, and software rasterizer. | * API supported: Direct3D 9 Shader Model 3 (in development), OpenGL (all versions), OpenGL ES 2.0, and software rasterizer. | ||
* Broad range of performance and tuning options allow the renderer to work on very old and new video cards. | * Broad range of performance and tuning options allow the renderer to work on very old and new video cards. | ||
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* Textures: [[DDS]], [[TGA]], PNG, JPG, PCX. | * Textures: [[DDS]], [[TGA]], PNG, JPG, PCX. | ||
− | + | <h3>Physics</h3> | |
* Open Dynamics Engine for real-time physics simulations of rigid bodies, cloth (in development), ragdolls (in development). | * Open Dynamics Engine for real-time physics simulations of rigid bodies, cloth (in development), ragdolls (in development). | ||
* Internal Quake physics with advanced high-performance collision engine (swept-box collisions and trimesh support, [[BIH | Bounding Interval Hierarchy]] culling technology). | * Internal Quake physics with advanced high-performance collision engine (swept-box collisions and trimesh support, [[BIH | Bounding Interval Hierarchy]] culling technology). | ||
− | + | <h3>Scripting</h3> | |
* Powerful high performance scripting language QuakeC (similar to C language syntax) supports server side, client side and menu GUI scripting. Such features as Portal rendering (indoor), Model Level of Detail (LOD) system, clutter objects, impostors, seamless world, advanced AI, advanced in-game GUI, procedurally generated levels and many other features can be achieved entirely in script. | * Powerful high performance scripting language QuakeC (similar to C language syntax) supports server side, client side and menu GUI scripting. Such features as Portal rendering (indoor), Model Level of Detail (LOD) system, clutter objects, impostors, seamless world, advanced AI, advanced in-game GUI, procedurally generated levels and many other features can be achieved entirely in script. | ||
* Virtual machine with full state saving/restoring and networking as basic features. | * Virtual machine with full state saving/restoring and networking as basic features. | ||
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* Advanced menu and in-game GUI creation via QuakeC. | * Advanced menu and in-game GUI creation via QuakeC. | ||
− | + | <h3>Sound</h3> | |
* OGG Vorbis (for sounds as well as music), WAV and CD Audio playback. | * OGG Vorbis (for sounds as well as music), WAV and CD Audio playback. | ||
* Doppler and pitch shifting effects (achievable through QuakeC scripting). | * Doppler and pitch shifting effects (achievable through QuakeC scripting). | ||
− | + | <h3>Input Devices</h3> | |
* PC/Mac keyboards and mice. | * PC/Mac keyboards and mice. | ||
* Xbox 360 gamepad. | * Xbox 360 gamepad. | ||
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* Multi-touch screens (in development). | * Multi-touch screens (in development). | ||
− | + | <h3>Network</h3> | |
* Advanced networking protocol with distance-based priority system allowing thousands of entities visible at once. | * Advanced networking protocol with distance-based priority system allowing thousands of entities visible at once. | ||
* QuakeC code can provide custom networking for even more optimal bandwidth usage and prediction. | * QuakeC code can provide custom networking for even more optimal bandwidth usage and prediction. | ||
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* Server-side traceline culling to block wallhack cheats. | * Server-side traceline culling to block wallhack cheats. | ||
− | + | <h3>Tools</h3> | |
* Compatible with NetRadiant level editor. | * Compatible with NetRadiant level editor. | ||
* Blender and other modeling apps have various ways to get content into the engine (IQM, SMD from HL2 exporters, Unreal PSK/PSA files, md5mesh+anim can be converted as well). | * Blender and other modeling apps have various ways to get content into the engine (IQM, SMD from HL2 exporters, Unreal PSK/PSA files, md5mesh+anim can be converted as well). | ||
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==Games== | ==Games== | ||
− | + | ===Free Games=== | |
− | * [http://www. | + | * [http://www.transfusion-game.com/ Transfusion] |
− | * [http://www. | + | * [http://www.xonotic.org/ Xonotic] |
− | + | * [http://www.alientrap.org/nexuiz/ GPL Nexuiz] | |
− | * [ | + | ===Commercial Games=== |
− | + | * [http://www.retroblazer.com/ Retro Blazer] | |
− | + | * [http://www.steel-storm.com/ Steel Storm] | |
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− | * [http://www.retroblazer.com/ Retro Blazer] | + | |
− | * [http://www.steel-storm.com/ Steel Storm] | + | |
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[[Category:Darkplaces engine]] | [[Category:Darkplaces engine]] | ||
{{finished}} | {{finished}} |