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Re: ... |
Jun 24, 2008, 18:19 |
sponge |
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On some level this is all semantics. What do you mean when you say "engine?" I mean that IW bought a license to id Tech 3 (aka the Q3 engine), and have used it in 1, 2, and 4. I'd say the rendering subsystem is beneath the engine as a whole. There's also the networking subsystem, input subsystem, etc. The gameplay, AI, and scripting are all in a level above the engine if you look at an entire game broken down into parts.
I don't know if I'd call the master browser protocol a fundamental thing or not - at some point given how many games were written to Quake 3's specs that set of commands becomes a de facto standard. It's only a de facto standard beneath games that use or are based off the Quake engines through their lineage. Gamespy, for example, uses some completely strange and fucked up protocol that's not even remotely related, and is used in many different games. However, you can always spot a Q3 game by looking for a query with 4 null bytes and then getStatus, with a \ delimited key/value dictionary being returned.
Anyway, I think we fundamentally agree on the major points and are really arguing semantics. We draw different lines about what "new engine" means, but I think a lot of that is because all the terms are overloaded to the point of implosion. Indeed, I know one programmer who cringes everytime someone uses the term "netcode", but it's good to get what we specifically mean out there.
This comment was edited on Jun 24, 18:24. |
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