In addition to his own notes, he gives pointers to other books and references. As expected, you can get to play with the game's engine and. Overall it’s a very detailed and interesting read. This year's QuakeCon has seen the release of the much-awaited Quake III Arena source code for you lucky, lucky people. The elegant network system based on snapshots and memory introspection. Under this perspective idTech3 is a mini operating system providing system calls to three processes. The virtual machine s system and the associated toolchain that altogether account for 30% of the code released. Some of the more interesting tidbits that Sanglard identifies are: Unfortunately, that didn’t last as the in-house programmer did a poor job, so it was later outsourced to Jean-Paul Waveren, the creator of the initial two AIs. The AI, for example, was brought in-house as opposed to using a third party solution. The analysis is an interesting look at how Quake 3 was written and how it functioned. Yesterday he released his findings on the Quake 3 engine. While most people will just casually glance at the code, Fabien Sanglard digs into each and every release and gives insight into the architecture, graphics rendering, networking, and more.
It’s a nice gesture of goodwill to the community and gives people an interesting look into how a high end game is created. Fun fact: the Quake 3 source code has a fix in it that removes strafe-jumping, but it was left disabled.
Id software frequently releases source code to their older titles under the GPL license.