On Fri, 2007-12-28 at 13:03 -0800, Juan Hernandez wrote:
> Also, once quake is done, what is the possibilities f applying this
> technology to other newer games?

There are many Quake1 engines out there with much better graphical
effects and support for newer technologies like OpenAL for 3D sound.
There are also engines based on the Quake2 and Quake3 source code and,
at some point, the DooM3 source code will also be opened so that we can
modify that, too.  Sadly the Unreal and Half-Life engines (Half-Life 1
was actually a heavily-modified Quake1) have never been open-sourced.

I would love to see future projects improve our codebase and also apply
the techniques we've used to newer engines.  It is unlikely, however,
that I will be doing this as I need to move on to concentrating fully on
my research and other projects, so the future of AGRIP will soon be in
the hands of the community.

I'd also like to work on allowing blind people to develop levels for the
games, too, which means I need a stable game (probably AQ to start but
others in future) to base this work on.

> Is there something in quake that made you begen development for quake?

Yes; virtually all modern FPSes share its design: separate engine,
content and gamecode and it was one of the first truly 3D FPSes.  The
codebase was both small and relatively modular and it was open source,
so we had access to it.

The Quake1 community is not as big now as it once was but at the time we
started it was still huge, so we did provide access to a very popular
game at one point :-).

> Some time I'm going to look at the code and familierize myself with it.
> 
> Hopefully I'd like to contribute some...  I have so many development
> comitments that I do not know when I can do this though.

You mustn't stretch yourself too thin, but some extra help with
development would be welcomed.

> Thanks, and keep up the awesome job...

Cheers!  It's a joy to have been involved with the AGRIP project because
of the feedback we've got.  We never really knew if it was going to take
off at all, but now we've proved that something was possible we'd love
to see it go further, but as discussed above that's going to be largely
down to the community.

best regards,


-- 
Matthew Tylee Atkinson <[EMAIL PROTECTED]>

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