qbismSuper8 readme
06-14-2010

qbismSuper8 is an open source 3D game engine with enhanced yet intentionally retro 8-bit graphics.  It's originally based on the heavily modified and updated Makaqu 1.3 Quake engine, with additional changes.

qbismSuper8 runs in Windows and Flash.  Memory and processor requirements are light.  As a software engine, it's not dependent on 3D graphics card features, and so may ease porting to other platforms (Silverlight?) The beauty of Makaqu is that it's both feature-rich and easily portable.  It was straighforward to port this to Flash using FlashQuake and FlashProQuake as guides.  nxMakaqu (Dreamcast port) is not supported.

Note, this is not an official continuation or branch of Makaqu, ToChriS, or other engines.  It was just a great code base to start an 8-bit port to Flash.  In fact, official Makaqu development is continuing according to inside3D forums.

See qbismS8_flash_compile.txt for more detail on the Flash port.


Features
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8-bit software graphics.  For that sweet crunchy 3D-pixelated look.

Transparent water textures (originally from ToChriS).

Interpolated model animation and movement.

MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSILE implemented (DarkPlaces).

Stainmaps.  (Modified from fteqw)

Increased engine limits including edicts, particles, sounds, and map edges/surfaces/spans.  Network protocol change was necessary. (joequake)

Autocomplete with the TAB key, including command line completion and map name completion.  Enter 'map *' and TAB to list all maps. (qrack/joequake)

Record movies directly to XVID and other AVI formats. (Baker tute/joequake)

Wrapped memory and string operations including Q_Free and Q_malloc (joequake and others)

Fixed SV_TouchLinks (ported from mh GLquake tute)

Increased map coordinates from short to long.  Untested. (originally JTR)

All Con_Printf calls are safeprints.

Add FOV slider.

Enhanced console scrollback. (Fett)

Always attempt to disable mouse acceleration. (mh tute)

Very cool improved model shading effect, seems more consistent with the contrast of map shading.

Skyboxes

Search code for //qbism, see readme_makaqu.txt, and ToChriS.txt for more...


Code credits
------------
originally based on Makaqu 1.3 programmed by Manoel Kasimier
and ToChriS Quake by Victor Luchitz

Dreamcast port (nxMakaqu) BlackAura.  I may have broken this, so let me know if it compiles.

FlashQuake port by Michael Rennie
FlashProQuake port by Baker
joequake engine by Jozsef Szalontai
qrack engine coded by R00k
fteqw engine by Spike and FTE Team
FitzQuake coded by John Fitz
DarkPlaces engine by Lord Havoc
GoldQuake engine by Sajt
Tutorials by MH, Baker (inside3d.com) and Fett, JTR (quakesrc.org)
Quake Standards Base reference 
http://quakery.quakedev.com/qwiki/index.php/QSB
and related
http://quakery.quakedev.com/qwiki/index.php/Engine_Limits
