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I was particularly impressed by : The virtual machines system and the associated toolchain that altogether account for 30% of the code released. Under this perspective idTech3 is a mini operating system providing system calls to three processes. The elegant network system based on snapshots and memory introspection.As usual I wrote numerous notes that I have cleaned up and synthesized into drawings. I hope it will save time to some people but also encourage others to read more code and become better engineers.
Edit : Thanks for the support :) !
The first striking thing is that the Visual Studio workspace is not made of one project but eight. Not all of them are used depending if the build is DEBUG or RELEASE (especially game,cgame and q3_ui : the virtual machines projects). Some of the projects are never used (splines and ui).
A table is better to summarize what project is contributing to which module:
Projects Type DEBUG Builds RELEASE Builds Comments botlib Static Library botlib.lib botlib.lib A.I cgame Dynamic Libary/Bytecode cgamex86.dll - game Dynamic Libary/Bytecode qagamex86.dll - q3_ui Dynamic Libary/Bytecode uix86.dll - quake3 Executable quake3.exe quake3.exe renderer Static Library renderer.lib renderer.lib OpenGL based Splines Static Library Splines.lib Splines.lib Used NOWHERE ! ui Dynamic Libary/Bytecode uix86_new.dll - Used for Quake III Arena.
Trivia : idTech3 working title was "Trinity". Since idTech4 was called "Neo" I assumed it was from the "Matrix" franchise...but id Software stated in interview with
firingsquad.com thatit was named after "Trinity River in Dallas":
John : I've got a couple of engine things that I'm working on, as far as research. FS : So is one of those things Trinity? I think there's been a little confusion about "Trinity." John : I was never really certain how this got as confusing as it did to everybody. After Quake, when I was starting on new rendering technologies and everything, everybody was just calling it "the next engine" or whatever. Michael Abrash suggested we just take Intel's tack of naming your next project after a river near you. We have the Trinity River in Dallas, and so it was just like "Trinity Engine," the next step.
Edit ( July 07, 2012 ) : Jeremiah Sypult contacted me after publication of this article: He "unrotted" the Mac OS X build with an XCode 4.0 project for Quake3. I have fixed it further and you can get it on here on github. You will need the Quake III Arena baseq3 (not the demo version) and be sure to use the parameters "+set vm_game 0 +set vm_cgame 0 +set vm_ui 0" in order to use the dylib virtual machines. Open /code/quake3.xcworkspace and it builds in one click !!
On a pie chart we can vividly see how unusual the proportion are since 30% of the codebase is dedicated to tools:
This is explained partly because idtech3 features a ANSI C compiler: The open source Little C Compiler (LCC) is used to generate bytecode for the virtual machines.
And although theyre not books I feel obligated to list the writings of this site and of
tuckermax.com as well, for suggesting many of those books, and for putting me on a path where i wanted to read them.
I am halfway through QB VII by Leon Uris and it without a doubt qualifies as quake reading. The characters are so compelling, and the author writes with incredible depth and understanding about war, writing, hollywood, and the publishing industry.
Entertaining read and pulls the veil back on most spirituality seekers, who end up strengthening their ego rather than dissolving it in their myriad pursuits of what they think enlightenment will be (never-ending contentedness/happiness/joy I reckon).
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