Greets folks.. It looks like I'll be around to help a little with the
Quake 1 port. On a exciting note as well I'm a software architect for
Android projects with a company called Tactel US. I've recently been
giving the task of starting a technology blog for Android and just got
my proposed topic approved of creating tutorials on OpenGL ES and in
particular dissecting the Q1 engine and making a port to Android
available of at least the level renderer for the 1st stage. This
should be up in a couple of weeks.
What this will enable is the foundation work of the engine and an
optimized level renderer. If anyone else wants to finish off the game
content and game play that will be left as an "exercise" (for now at
least).
> My goal was to optimize the basic engine and then release the source
> code. If a dev wants to add new features and additions on his own,
> then I think he has the right to charge whatever he wants. Vladimir
> started charging for Doom, but he has also worked to add touch and
> motion controls.
The main problem with charging for Doom or Quake is IP / content
issues. I would expect ID to aggressively assert it's IP claims and
prevent any port being released for a fee unless it's sanctioned by
them.
> So I really don't mind if someone wants to take the final code and then modify and sell it. In fact, I would hope that some people are encouraged to take the work and create new games.
Ideally any effort to create a generic engine can be released under a
license other than GPL, so that other devs can create their own games
without having to abide by the GPL. As things go though my efforts for
the Q1 port will have to be GPLed since neither myself or the company
I'm working with regarding the blog/tutorials with can assume any
responsibility. IE it's an educational effort.
There is also an open question, that even if you make a generic game
engine (such as Auriga3D), but use the GPLed level editors to make the
content that a license fee may still be owed to ID for releasing a
commercial for pay game even if the game engine was made without
looking at GPL source code.
>I think Michael shared my same view of focusing on the engine and less on the actual game. Quake is just a good starting point as a proof of concept. I would like to hear more from Michael on the engine because I get the
feeling he thinks the G1 can support a Quake 3 class engine with a
playable framerate.
I think the G1 is capable given further optimization specific to the
hardware. After porting Auriga3D to Android and the G1 it worked
adequately given that it's practically a straight port of the desktop
engine and 98% of the code is shared between desktop and Android. Q1
should definitely run at a high FPS even with a Java port. Q3 should
run just fine if further optimization work is completed as far as
Auriga3D is concerned.
> > > If anyone has any input on the actual bounty reward, post it here.
Well.. lets just say that the bounty won't come close to covering my
involvement as a professional developer and luckily I convinced some
folks of the merits of the tutorial/blog site and what I think is a
potentially a hot topic for Android development (3D engines / OpenGL
ES).