Can you link to the source?

On Fri, Feb 11, 2011 at 6:50 PM, Tom Schumann <schumann....@gmail.com>wrote:

> Actually, I just found it.
> From the article titled "Half-Life's Code Basis" by Chris Bokitch,
> originially posted on the VERC:
>
>  What came first, the chicken or the egg? What is Half-Life built on,
> Quake 1 or Quake 2? These questions pop up pretty frequently, and neither
> seems to have an accepted answer. In an effort to extinguish the argument,
> I've asked the people who know best. About Half-Life, that is. We're not
> touching the question about the chicken.
>
> Ken Birdwell explains it like this:
>
> "It is fundamentally just a heavily modified Quake 1 engine. There are
> about 50 lines of code from the Quake 2 engine, mostly bugs fixes to hard
> problems that Carmack found and fixed before we ran into them."
>
> At its core, it's a Quake 1 engine. You can tell this by comparing
> Half-life's map compiling tools with those shipped with Quake1. You'll find
> very minor differences -- none of them are fundamental. The core rendering
> is architecturally identical to Quake1, the only "significant" change is
> removing the fixed palette, making map lighting RGB instead of 8 bit, and
> converting software rendering to be 16 bit color instead of 8 bit color,
> which was pretty easy and only required minor code changes. Our skeletal
> animation system is new, though it was heavily influenced by the existing
> model rendering code, as were a lot of our updated particle effects, though
> less so with our beam system. Decals are totally new, our audio system has
> some major additions to what already existed, and at ship time our
> networking was almost totally Quake1 / QuakeWorld networking but about a
> year later Yahn rewrote most of all of it to be very different in design.
> The most highly changed sections are the game logic; ours being written in
> C++ and Quake's being in written interpreted "Quake C". Our AI system is
> very *very* different from anything in Quake, and there's a lot of other
> significant architectural changes in the whole server and client
> implementations, though if you look hard enough you can find a few remnants
> of some nearly unmodified Quake1 era entities buried in places.
>
> Jay Stelly adds, "We also took PAS from QW and/or Q2 and a couple of other
> minor routines I can remember (no more than 100-200 lines of code there).
> There was some feature overlap (as Ken mentions) like game code DLLs and
> colored lighting, but we developed our own solutions to those independent of
> Q2."
>
> So there it is. This should put some arguments to rest. Half-Life is based
> on Quake 1, although it has a very small amount of Quake 2 code. Yahn notes
> that "we did use some of the winsock functions from Q2, that's about it.
> Probably more than 50 lines, but nothing too interesting."
>
> On 12 February 2011 10:47, Tom Schumann <schumann....@gmail.com> wrote:
>
>> I believe it's the Quake engine with some parts of the Quake 2 engine used
>> very late in development.
>> I can't remember where I saw that though.
>>
>> On 12 February 2011 09:30, Krzysztof Krysztofiak <sezam...@gmail.com>wrote:
>>
>>> Hello there, I'm still confused about GoldSource, i mean i know it's
>>> based on Quake, but i do not really know if it's modified Quake Engine
>>> (QuakeWorld) or Quake 2 Engine.
>>>
>>> Wiki doesn't really tell to me anything because i do not belive Wiki,
>>> everyone can change his mind there and share with it with other people.
>>>
>>> So ?
>>>
>>> Cheers.
>>>
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>>
>
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