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. >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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