[ioquake3] Dissertation Support
James Munro
james at jamesdesign.org
Tue Nov 25 06:10:34 PST 2008
Sebastien,
It is likely that I will need to take a look at the inner workings of the VM
when the time comes for a closer analysis. I'm hoping to find a natural
evolution of architecture between the Quake series and the introduction of
the cross-platform virtual machine in QIII is certainly worth a look.
Regards,
James Munro
BSc (Hons) Games Computing
University of Lincoln
Level 3
On Tue, Nov 25, 2008 at 1:55 PM, Sebastien BERIDOT
<sberidot at libertysurf.fr>wrote:
> James,
>
> Do you have in mind to talk about "vm" code? (In fact, this is a part, I
> don't really undertand, so I would be much interested in that).
> Ciao
>
> James Munro a écrit :
>
>> Sebastien,
>>
>> Thanks for your speedy response. At this early stage I only have a couple
>> of brief ideas, as I do not expect to reach the implementation stage of my
>> dissertation until after Christmas (January at the earliest).
>>
>> My first idea involves creating some form of server-side scripting
>> functionality, with a view to creating quick 'n' dirty modifcations. I was
>> hoping to use a suitable mature scripting langauge such as Lua, to create
>> some useful engine bindings and hookable events so that people can create
>> new game functionality without having to trawl through the engine's source
>> code. I don't intended to implement advanced scriptable logic, just some
>> useful functionality such as events that are called on entity respawns,
>> player deaths and things like this. This would provide me some some valuable
>> experience in understanding the underlying functionality of parts of the
>> engine, a long with binding this to a scripting language.
>>
>> My second idea involves taking a closer look at the PAK filesystem
>> currently used by the Quake engine, with a view to improving it somehow.
>> This might involve using a different compression algorithm to help reduce
>> the overall file-size (though there is a trade-off here between file-size
>> and loading times) or perhaps implementing a transparent encryption layer to
>> enable mod developers to protect their game assets.
>>
>> Please remember that these ideas are only at a basic stage as I've not
>> considered technical implementations and other such problems :)
>>
>> Regards,
>>
>> James Munro
>>
>> BSc (Hons) Games Computing
>> University of Lincoln
>> Level 3
>>
>> On Tue, Nov 25, 2008 at 1:30 PM, Sebastien BERIDOT <
>> sberidot at libertysurf.fr <mailto:sberidot at libertysurf.fr>> wrote:
>>
>> Hey James,
>>
>> If you do that, i would be happy to read it.
>> Thanks
>> Sebastien
>>
>> James Munro a écrit :
>>
>> Hey guys (and girls!),
>>
>> I'm in my final year of university and for my dissertation I'm
>> working on an architectural analysis of open-source game
>> engines, from a software engineering point of view. I will be
>> looking at various engines, namely the Quake-series (I, II,
>> III) and also a handful of noteable forks (ioquake3!).
>>
>> For an implementation part of my dissertation (I couldn't
>> resist getting hands-on and programming something) I would
>> like to design and produce an improvement/enhancement to one
>> of the studied game engines, and at this point I'm certainly
>> considering ioquake3 as my target.
>>
>> My question to you guys, is would it be okay to throw a couple
>> of ideas in your direction to check them for validity and
>> receive some valuable feedback that may help me on my way. In
>> the spirit of OSS, I am more than happy to work in
>> collaboration on such a task and it would be great to document
>> the process as part of my dissertation report.
>>
>> I realise that ioquake3 is generally aimed and creating a
>> bug-free and stable platform for mods to base their
>> development upon, and it may be that I work on a feature that
>> looks at introducing a new feature that may conflict with this
>> direction. In this case, I will simply provide my work as an
>> optional patch that people may wish to use in their
>> envdevours. At the end of the day, the emphasis is really on
>> the process of creating this artefact, lessons learned and
>> that sort of thing, rather than the specific functionality of
>> the implementation :)
>>
>> Thanks for your cooperation,
>>
>> James Munro
>>
>> BSc (Hons) Games Computing
>> University of Lincoln
>> Level 3
>>
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