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InsideQC Forums • View topic - A comparison of Quake Engines focused on Singleplayer

A comparison of Quake Engines focused on Singleplayer

Discuss programming topics for the various GPL'd game engine sources.

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A comparison of Quake Engines focused on Singleplayer

Postby CocoT » Mon Apr 07, 2008 10:34 pm

Interesting stats:
As spirits points out, some of the categories/comments might be a little subjective, but others seem to me quite objective.
What do you think?
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Postby Dr. Shadowborg » Mon Apr 07, 2008 11:42 pm

I'd have to agree.

It'll be good once he adds in makaqu as well.

Overall well done. :D
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Postby Labman » Tue Apr 08, 2008 1:19 am

He has QMB as not supporting fullbrights and animation interpolation when it does :(

Almost motivates me to try and fix the mod crashing bugs... but i'm not sure anyone uses qmb these days
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Postby leileilol » Tue Apr 08, 2008 1:37 am

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Postby frag.machine » Tue Apr 08, 2008 2:21 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Urre » Tue Apr 08, 2008 6:18 am

I'll have to agree with frag here a bit. Even though I don't think you should judge an engine based on your old crappy hardware, I'd say it's safe to judge when other games/engines run fine on your hardware. In this case it's Quake running custom maps, which is a rather old game. It's not like someone with a setup like in those tests would try to run any modern games, they'd basicly just know it won't run very well. On the other hand, I would also not care so much about some of the more modern engines running slow on his setup or whatever, since the authors of those should be more clear on the intentions of the engine, of it being a more modern port than anything, and as such older hardware will suffer, and instead point to some other engine. However if the author keeps insisting on his engine being able to run very well on all ranges of hardware, he better back it up too.
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Postby Spirit » Tue Apr 08, 2008 12:45 pm

It sure might be that some engines support more features. As I added later: If an engine had a "classic" mode I used it. I did NOT play around with cvars or anything like that. Doing that would have multiplied the time waste by about 523. And I do not think that Average Joe will play around with them either.

Why I tested on my crappy laptop? Well, the graphics chip is good enough to run those engines. I tried the ones that crashed on my PC (P-M1.2GHz, GeForce 6600GT, 2GB Ram) and they still crashed. That confirmed my thought that my laptop would be fine for testing. I did not judge the engines based on their performance on my laptop.

If there are more inaccuracies feel free to tell me (either here or by mail). If enabling a standard means one has to change a cvar then I might add it as "kinda, r_fullbrights 1" in yellow or something. But be explicit and exact please.


frag.machine: Is there a cvar to disable the "improved aiming/hitbox" in q2k4? That was the sole reason why I did not include it.
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Postby Tomaz » Tue Apr 08, 2008 2:20 pm

Im quite sure TQ has animation interpolation on by default, i could be wrong tho.

[edit1]
What I wonder is, did you "restore" a "clean" config.cfg between each engine run? Because if engine A had animation_interpolation defaulted to 0, then it might save that to your config file, so when engine B was started it might have animation_interpolation default to 1, but since it says 0 in the config its off in engine B aswell.

[edit2]
What a minute! WTF! How can your list say TQ has no animation interpolation? TQ doesnt even have an option to TURN IT OFF! The entire non-interpolated path is removed.
Last edited by Tomaz on Tue Apr 08, 2008 2:28 pm, edited 1 time in total.
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Postby Urre » Tue Apr 08, 2008 2:25 pm

Interesting point.
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Postby Spirit » Tue Apr 08, 2008 3:30 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby scar3crow » Tue Apr 08, 2008 3:55 pm

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Postby Spirit » Tue Apr 08, 2008 4:22 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Tomaz » Tue Apr 08, 2008 7:35 pm

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Postby frag.machine » Wed Apr 09, 2008 1:08 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby FrikaC » Wed Apr 09, 2008 5:17 am

Last edited by FrikaC on Wed Apr 09, 2008 4:44 pm, edited 1 time in total.
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