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Retro game engine for developers that enjoy creating games like it's 1997

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Re: Retro game engine for developers that enjoy creating games like it's 1997

#91
post #68
post #55

Earlier quoted context omitted.

Came here to say the same; it’s like the first time I heard Nirvana on a “classic rock” station.

“Nevermind” is longer ago from today than “Rubber Soul” was from “Nevermind.” Time is cruel.

Holy crap you just made me feel completely ancient. I had never made that realization before.

Is this how my parents felt in the 80s?

Re: Retro game engine for developers that enjoy creating games like it's 1997

#92
post #68

Earlier quoted context omitted.

“Nevermind” is longer ago from today than “Rubber Soul” was from “Nevermind.” Time is cruel.

Holy crap you just made me feel completely ancient. I had never made that realization before. Is this how my parents felt in the 80s?

Ofcourse XKCD has it's own category for you to read:

https://www.explainxkcd.com/wiki/index.php/Category:Comics_t...

Re: Retro game engine for developers that enjoy creating games like it's 1997

#93
post #27
post #5

Earlier quoted context omitted.

> Since this engine is GPL-licensed it seems like any game built with this engine would then also need to be GPL-licensed, correct? Yes, mostly correct. In order to comply with the GPL, and distribute game binaries, you need to make the source to any game you make with it available under the same terms. Technically that does not mean that you have to distribute the game under the GPL, but in practice that's how you w…

Wouldn’t a game engine have the same role as gcc? As a tool, unless you’re extending the source itself, you shouldn’t be infected by the engine’s license

GCC explicitly has exceptions in the license for code that it inserts into your program during compilation.

https://www.gnu.org/licenses/gcc-exception-3.1.en.html

Also, I’d like to complain about your terminology—I don’t think “infected” is the right term. I think it’s a bit unfortunate that the word caught on. You’re never infected by the engine’s license, because you are never forced to use the same license.

It’s also not a question of whether you are extending the source itself, but whether you are creating a work based on something which is GPL. Extending the source of an engine makes it clear and unambiguous that you are making something based on the engine, but it’s not the only way. An engine really isn’t a tool. You can’t interact with the engine and a game made with it separately. You can’t really swap out engines. There’s not a ton of case law exploring this, though.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#94
post #12

This is great. I remember back to the late 90s when I was busy hacking gamex86.dll to customise my Quake2 Death-matches with my friends. One thing I wonder about this release is though - the Original Quake2 engine had a very fixed palette and also some odd lighting that always skewed the palette to a brown tint - does qengine fix this? Also... Bonus... Some Quake2 maps, that I made way back: http://www.jaruzel.com/bl…

I think I remember playing these maps! (or else confusing my shades of grey) I'll need to boot up that computer and see if they're on there.

I can't find the website I used to download maps and skins from. It must be gone by now.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#95
post #47

Was anyone here at HN into Dark Forces II / Jedi Knight back in the day? The retro graphics of this post made me a bit nostalgic. The in-game scripting in Jedi Knight was my first exposure to software, and the modding community at Massassi was an incredibly creative and lively place. The poor checksums on game assets in Jedi Knight, along with early multiplayer on MSN Gaming Zone made the whole gaming community an ad…

Oh wow yes! I had the same experience reading Massassi, hanging out on MSN Gaming Zone, and reading through .cog files. It was my first experience looking “under the covers” of a game and planted a seed in my mind to explore game development in the future (now doing that professionally). I was more involved in the “hacking” scene than the modding community proper; apologies if I made any of your matches an unexpected adventure.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#96
1997 was exactly the Year when the game Myth The Fallen Lords[1] was released. 'til today I think is the best game ever made. Please if there is anyone who works for Bungie or whatever company owns this abandoned game, whose community have worked hard for years to keep alive, without any help from the Owner, even reverse-engineered the server, because they prefer to keep the game dead and it's tomb abandoned then release the servers code, Please guys just Open Myth already, It's been 20 years! It is considered "retro" now, did you read that headline? The community must still be alive, even. seems that there is still a multiplayer server running. And it is a damn good multiplayer game to play even today, with very good chat interface for team communication. Maybe the best I ever saw in a game. Imagine what was this for a youngster in 97 to hear the sound of the 3.6 speed Dialed Internet Conection, after a long minute of making weird sounds, finally makes the rrrrr sound that you knew it means you are on the Internet and can Play this unbelievable thing...back then it was jaw-dropping.

1- https://en.wikipedia.org/wiki/Myth:_The_Fallen_Lords

Re: Retro game engine for developers that enjoy creating games like it's 1997

#97
post #55
post #46

This is really cool, and I can’t believe I’ve lived long enough to see Quake 2 be called “retro.” I’ll likely live long enough to see the Unreal Engine of today called retro. I’ve never thought of this before, and it’s wild.

Came here to say the same; it’s like the first time I heard Nirvana on a “classic rock” station.

I was barely at legal age to get into Nirvanas Concert, and I look rather younger than I am, so when I tell young people I have seen Nirvana Live, and was arrested for weed at their concert, many probably think I am just talking bullshit.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#98
post #47

Was anyone here at HN into Dark Forces II / Jedi Knight back in the day? The retro graphics of this post made me a bit nostalgic. The in-game scripting in Jedi Knight was my first exposure to software, and the modding community at Massassi was an incredibly creative and lively place. The poor checksums on game assets in Jedi Knight, along with early multiplayer on MSN Gaming Zone made the whole gaming community an ad…

played and loved both of those games -- i really miss community made maps in FPS games.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#99
The repo is basically Quake II's software-renderer and game-logic module merged into the engine binary. Yamagi Quake II ships with an additional OpenGL 1.3 and 3.X renderer which I'm sure could be ported over if SW was undesired.

While it's something cool to work with Quake II, its net-protocol has its downsides and I'd encourage anyone replace it with QuakeWorlds' networking as you'll run at a locked 10 Hz with the clients interpolating between the frames otherwise. This was done for easier handling of animations in single-player entities, but was regretted later (according to JohnC's own .plan files).

Quake 1 is nicer to work with in that regard. Also get used to wobbly model animations with the MD2 model-format as the precision of the vertex-animated models is very poor :)

It's also interesting to note that Carmack considered using a 16-bit MMX-powered SW renderer for QuakeWorld/Quake II (making it real cutting edge in 1997), but considering the global 8-bit palette was already in place, it would have resulted in a loss of precision of already paletted textures so it was decided against and they did it the old way.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#100

This is a cool project! - CMake, yay! These make generating build files for a variety of platforms (even Windows) a breeze. It also works with code completion stuff (CLion IDE, KDevelop both have CMake-based projects) - I like how it splits stuff up as well ( https://github.com/klaussilveira/qengine/tree/master/src/gam... ). - As for vendorizing SDL2, there is an opportunity for optimization: The shared libraries and…

Another one for SDL2/Lua is LÖVE: https://love2d.org/
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