[ioquake3] Dissertation Support

James Munro james at jamesdesign.org
Tue Nov 25 06:39:55 PST 2008


Amanieu,

Thanks for this information, I will take a look into it.

James Munro

BSc (Hons) Games Computing
University of Lincoln
Level 3

On Tue, Nov 25, 2008 at 2:33 PM, Amanieu d'Antras <amanieu at gmail.com> wrote:

> James,
>
> About your first idea, it has already been done (sorta, it's not
> completely finished), although there's nobody working on it now for
> various reasons. Check out the various 'script' branches here:
> http://www.tremfusion.net/hg/tremfusion/
>
> The system is designed to be a generic scripting engine which can work
> with multiple language backends. (Python and Lua are currently
> implemented)
>
> Amanieu d'Antras
> On Tue, 2008-11-25 at 13:40 +0000, James Munro wrote:
> > 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
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