|
Quake 3 Source Release |
|
davidm (13:05 14/10/2002) ToiletDuck (19:22 14/10/2002) davidm (10:33 15/10/2002) ToiletDuck (12:40 15/10/2002) Phlamethrower (11:46 21/10/2002) davidm (10:47 22/10/2002) Phlamethrower (11:42 22/10/2002) Phlamethrower (00:17 29/11/2002) andreww (13:39 15/4/2003)
|
|
David McEwen |
Message #84531, posted by davidm at 13:05, 14/10/2002 |
Member
Posts: 100
|
Should prove an interesting read for all programmers. Would be nice to have running when we have a machine up to it... ftp://ftp.idsoftware.com/idstuff/quake3/source/Q3A_TA_GameSource_127.exe ...David |
|
[ Log in to reply ] |
|
Mark Quint |
Message #84532, posted by ToiletDuck at 19:22, 14/10/2002, in reply to message #84531 |
Quack Quack
Posts: 1016
|
the next release after descent? |
|
[ Log in to reply ] |
|
David McEwen |
Message #84533, posted by davidm at 10:33, 15/10/2002, in reply to message #84532 |
Member
Posts: 100
|
Hehe... Once the Omega 2 is out Seriously we'd need a machine that had decent 3d capabilities and a processor able to feed the data. I haven't seen specs for a RISC OS machine that would do the job. |
|
[ Log in to reply ] |
|
Mark Quint |
Message #84534, posted by ToiletDuck at 12:40, 15/10/2002, in reply to message #84533 |
Quack Quack
Posts: 1016
|
yeah mind you i just spotted a few links to a site that had written doom and a few other games for some colour nokia phones, and also the ARM11 is being released soon so maybe this source code could be used, just not on riscos |
|
[ Log in to reply ] |
|
Jeffrey Lee |
Message #84535, posted by Phlamethrower at 11:46, 21/10/2002, in reply to message #84534 |
Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff
Posts: 15100
|
*Just spots all these updates on AA after not checking for a couple of weeks* Hmm, perhaps a job for the Iyonix? |
|
[ Log in to reply ] |
|
David McEwen |
Message #84536, posted by davidm at 10:47, 22/10/2002, in reply to message #84535 |
Member
Posts: 100
|
It'd still need a hell of a lot of work. First they need a 3d api that interfaces with the gfx card they use. Also all the floating point code would still need to be rewritten in fixed point - no fpu in an XScale. Not a simple task... still should just about be possible with the 3d acceleration. Without it it's not worth the effort. ...David
|
|
[ Log in to reply ] |
|
Jeffrey Lee |
Message #84537, posted by Phlamethrower at 11:42, 22/10/2002, in reply to message #84536 |
Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff
Posts: 15100
|
Well if Castle know what's good for them then they'll make an FPU available for Iyonix. Presumably they will be using a graphics card which has 3D hardware on it, so a port of OpenGL shouldn't be too difficult. They may even do it themselves |
|
[ Log in to reply ] |
|
Jeffrey Lee |
Message #84538, posted by Phlamethrower at 00:17, 29/11/2002, in reply to message #84537 |
Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff
Posts: 15100
|
*cough*IyonixnowavailablesoaportofQuake2/3shouldn'tbetoofarfetched*cough* |
|
[ Log in to reply ] |
|
Andrew |
Message #84539, posted by andreww at 13:39, 15/4/2003, in reply to message #84538 |
AA refugee
Posts: 555
|
Any news on the Descent conversion for the Iyonix? Personally I'd prefer Quake 2 for the RiscPC but must be realistic |
|
[ Log in to reply ] |
|
|