Synonyms for quakec or Related words with quakec

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Examples of "quakec"
QuakeC is known as interpreted because as "Quake" runs, it is continually interpreting the progs.dat file.
With the "Quake" engine source code now able to be changed, further features were added to QuakeC in the form of new built-in functions. Features long yearned for by QuakeC coders finally reached realization as QuakeC now had file and string handling functions, enlarged string buffers, more math functions, and so on. However, programmers taking advantage of these changes lost backwards compatibility with the unmodified Quake engine.
As is their custom to do with nearly everything they make, id Software released the source of codice_3, their QuakeC compiler, along with the original QuakeC code in 1996. Modified versions soon sprung up, including Jonathan Roy's codice_4 and Ryan "FrikaC" Smith's FrikQCC. These added functionality, optimizations, and compiling speed boosts.
Some enhanced Quake engines (notably Darkplaces and FTEQW) have support for an extension of regular QuakeC (now commonly referred to as Server Side QuakeC or SSQC) that allows client side only scripting of the Quake engine. This is especially useful for GUIs, HUDs and any visually heavy effects that do not need to be simulated on the server and transferred over the network.
The syntax of QuakeC is based on that of the C programming language, explaining its name, but it does not support the implementation of new types, structures, arrays, or any kind of referencing other than the "entity" type (which is always a reference). QuakeC also suffers from the fact that many built-in functions (functions prototyped in the QuakeC code but actually defined within the game engine and written in C) return strings in a temporary string buffer, which can only hold one string at any given time. In other words, a construct such as
QuakeC is an interpreted language developed in 1996 by John Carmack of id Software to program parts of the video game "Quake". Using QuakeC, a programmer is able to customize "Quake" to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level. The "Quake" engine was the only game engine to use QuakeC. Following engines used DLL game modules for customization written in C and C++ from id Tech 4 on.
The QuakeC source to the original id Software "Quake" game logic was published in 1996 and used as the basis for modifications like capture the flag and others. QuakeC source code is compiled using a tool called qcc into a bytecode kept in a file called progs.dat. The programmers of "Quake" modifications could then publish their progs.dat bytecode without revealing their source code. Most "Quake" mods were published this way.
The game engine developed for "Quake", the "Quake" engine, popularized several major advances in the first-person shooter genre: polygonal models instead of prerendered sprites; full 3D level design instead of a 2.5D map; prerendered lightmaps; and allowing end users to partially program the game (in this case with QuakeC), which popularized fan-created modifications (mods).
QuakeC allowed the "Quake" engine to dominate the direction of the first-person shooter genre. Thanks to Carmack's idea of extending video game life by adding unlimited expandability (extensibility already played a big role in "Doom"), an enormous Internet community of gamers and programmers alike has arisen and many modern multiplayer games are extensible in some form.
Version 0.7, was released on 8 June 2013. It features client-side rendering of players, 4 new maps and a complete re-write of the in-game chat system. Additionally the team has migrated to the QuakeC compiler, gmqcc, which generates faster, more optimized program files.
will fail because the second call to codice_2 (which converts a floating-point value to a string) overwrites the string returned by the first call before SomeFunction can do something with it. QuakeC does not contain any string handling functions or file handling functions, which were simply not needed by the original game.
Version 0.6 was released on 8 March 2012. It comes with sRGB lightmap rendering, a new menu interface, 4 new maps, an integrated statistics system (XonStats), a Sandbox editing mode and the long-awaited feature of ClientSide QuakeC (CSQC) networked players. Bug fixes and optimisations have also been made.
Modding was made easy for "Quake" players, who could download level editors and the QuakeC programming language to make their own mods and content. The accessibility of QuakeC led to a new paradigm of mod creations. Most player creations were team-based games, as players appreciated their strategic and cooperative elements. Among the first successful mods were "Capture the Flag" and "Team Fortress". The mod community and their websites, such as PlanetQuake Featured Mods, became a place for aspiring game programmers and artists to train. Valve Software recruited its first employees from the "Quake" modding community, as the "Team Fortress" team was invited to create its sequel for Valve's first game, "Half-Life"—itself built on modifications of the "Quake II" game engine.
In 1999, when id Software released the code from Quake's engine under the GNU General Public License (GPL), the workings of the bytecode interpreter were examined and new QuakeC compilers were released, such as J.P. Grossman's codice_5 and a new version of FrikQCC. These compilers took advantage of newly discovered features in a backwards-compatible way so that the bytecode could still be properly interpreted by unmodified Quake engines. New features include arrays, pointers, integers, for loops and string manipulation.
"Quake" can be heavily modified by altering the graphics, audio, or scripting in QuakeC, and has been the focus of many fan created "mods". The first mods were small gameplay fixes and patches initiated by the community, usually enhancements to weapons or gameplay with new enemies. Later mods were more ambitious and resulted in "Quake" fans creating versions of the game that were drastically different from id Software's original release.
High-level scripting languages are increasingly being used as embedded extensions to the underlying game written in a compiled programming language, for the convenience of both the original developer and anyone who would wish to mod the game. Lua is a very popular choice, as its API is written in ANSI C and the language is designed to be embedded into other applications. Many developers have created custom languages altogether for their games, such as id Software's QuakeC and Epic Games' UnrealScript.
"Nexuiz" development started as a "Quake" modification in the summer of 2001 by Lee Vermeulen. Soon afterward the project moved to the DarkPlaces engine created by Forest Hale, who later also joined the project. The original design called for a simple deathmatch project with a few levels and one character model to be released the next summer. After four years of development with no budget, "Nexuiz" 1.0 was released on May 31, 2005, completely under the GNU GPL, and by the end of June had over a quarter million downloads. Development continued after the initial release, with 1.1 released soon after, 1.5 released February 14, 2006, 2.0 released June 14, 2006 and 2.1 September 9, 2006. On February 29, 2008, nearly three years after the initial release, version 2.4 was released and brought major improvements to both the GUI and the graphics engine. This includes all new GUI graphics elements, as well as reflective water and improved particles. In October 2008, a call was made for more developers for "Nexuiz" by the main (and only) QuakeC developer, who identified organizational issues associated with a many user, one developer model. Responses to this call highlighted the need for better documentation of QuakeC and the Nexuiz code, while also acknowledging the difficulty that documentation of this placed on the small team of Nexuiz developers. From mid-November 2008, a number of people expressed interest in continuing development of Nexuiz.
Clan Undead credits United Ranger Films with inspiring them to make their own film. According to clan member Tom "Paradox" Mustaine, working for Ritual Entertainment at the time, the idea arose during a New Year's Eve gathering. where the group decided to make a "larger comedy film in the "Quake" engine". According to Henry Lowood of Stanford University, this marked a shift toward narrative conventions of linear media, in contrast to earlier gameplay-based machinima works, such as "Diary of a Camper" and "Quake done Quick". However, filming still required both the ability to program game modifications and to play proficiently. According to Lowood, Clan Undead probably recorded the raw footage "in a small number of continuous runs". Because there were no publicly available machinima software tools at the time, they handled the significant pre- and post-production work through custom scripts in QuakeC, an interpreted programming language developed for "Quake".
Based on Id Software's open stance towards game modifications, their "Quake" series became a popular subject for player mods beginning with "Quake" in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into "Quake", including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and let to prominent mods like "Team Fortress", whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.
"Operation Bayshield" was the first machinima work to incorporate custom digital assets. Clan Undead created graphical textures specifically for their characters and used custom visual effects, such as manipulating character images to produce first instance of lip synchronization in machinima. Although the effect was primitive, it was not used again in machinima for another year. This lip synchronization is an example of crude digital puppetry; other examples included the shaking of character bodies when laughing and synchronized delivery of dialogue. Lowood believes that Clan Undead pre-recorded individual lines of dialogue to WAV files, and then triggered playback through a command in QuakeC. In April 1997, Clan Undead distributed the source code for its "Operation Bayshield" scripts over the Internet; Lowood believes that this release extended the "Quake" community's culture of sharing game modifications.