quake 2 code review - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Community (https://forums.xonotic.org/forumdisplay.php?fid=6) +--- Forum: Off Topic (https://forums.xonotic.org/forumdisplay.php?fid=15) +--- Thread: quake 2 code review (/showthread.php?tid=2214) |
quake 2 code review - frostwyrm333 - 10-03-2011 there is nice article about quake 2 code http://fabiensanglard.net/quake2/index.php this paragraph is interesting: Modding: gamex86.dll This part of the project was not very exciting to read but abandoning Quake-C for compiled module provide two good things and one very bad. Bad : Portability is sacrificed, the game module must be recompiled for the target platform with specific linker parameters. Good : Speed: Quake1's Quake-C was interpreted code but Quake2's dynamic library module gamex86.dll is native. Freedom: Modders have access to EVERYTHING, not only what was exposed through Quake-C. Trivia : Ironically id software switched back to a virtual machine (QVM) for game, IA and modding in Quake3. RE: quake 2 code review - clanclanclan - 10-05-2011 frostwyrm333 Wrote:Bad : Another problem is that the native code is not sandboxed, and can do whatever it wants with the host machine. This means that code-based mods can't just be thrown into a .pk3, transferred over the network and loaded at will by the engine without causing serious security concerns client side. RE: quake 2 code review - Minkovsky - 10-05-2011 But the good thing is that you can just stick the mod in a package manager and add q2e as dependency. RE: quake 2 code review - frostwyrm333 - 10-05-2011 the portability wouldn't be an issue, you could just recompile it multiple times for different platforms like xonotic binary and package it RE: quake 2 code review - divVerent - 10-06-2011 Experience showed many Q2 mods stayed binary-only and windows-only because the authors didn't release source. Can't happen that way with QuakeC |