Game Programming and Development Tools

Quake 3 Engine Open Sourced Soon – Gump

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
http://www.neowin.net/comments.php?category=gamers&id=29933

quote:
In his QuakeCon 2005 keynote, John Carmack revealed that after some delays id is finally ready to release the complete Quake III source code for use under the terms of the GPL. He could not give an exact date, but was confident that this would occur "within a week". Currently id is making sure everything is licensed correctly and everything builds, and as soon as that is complete the whole package will be set free.

Carmack also noted that he is looking forward to some day seeing somebody ship a commercial title, probably a budget game, under the GPL. He'd like, for example, someone use the Quake III source to complete their own shooter and ship it with the full source code included on the CD. Carmack expressed frustration with people who get overly protective about code that is largely built on the work of someone else.


This should be of great benefit to all you small developers out there.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
/me get's all excited!

------------------

http://www.jeremysouthard.org

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
LOL
quote:
Currently id is making sure everything is licensed correctly and everything builds, and as soon as that is complete the whole package will be set free.

This has been happening since the first public release of the game code alone...hopefully they'll get it right the first time they release the whole package. I sure hope there won't be a slew of pointrelease files following the release, like there was back in the day.

It will be nice to have this finally available; I've been wanting to get my hands on the engine code for several years...money was always the problem

Thanks for the update G.

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
http://www.quakesrc.org/forums/viewtopic.php?t=5257

As an alternative there is the latest version of the QFusion engine, which supports Q3 BSP, an increased number of Q3 shader commands, as well as a custom BSP format (lightstyles, higher resolution lightmaps) and Raven's format used in Jedi Acedemy. The version I linked to above includes full dynamic lights and GLSlang integration as well as stencil shadows.

The only negative with the engine is that the Release 7 build is VERY CPU limited in detailed maps. But R6 combined with a couple sorting fixes is actually slightly faster than the last build of Quake3. Unfortunately I was never able to convince the leader programmer of the QFusion project that he had introduced a serious problem somewhere in the midst of producing R7.

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
Can grab it here:

http://www.fileshack.com/file.x?fid=7547

D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
w00t...

--D-SIPL

------------------
"One World. One Web. One Program." -Microsoft promotional advertisement
"Ein Volk, ein Reich, ein Fuhrer!" -Adolf Hitler

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Wow... very intense.

------------------
I am not ashamed of the gospel, because it is the power of God for salvation of everyone who believes: first for the Jew, then for the Gentile.