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Quake II Engine
The ''Quake II'' engine is a game engine developed by id Software for use in their 1997 first-person shooter ''Quake II''. It is the successor to the ''Quake'' engine. Since its release, the ''Quake II'' engine has been licensed for use in several other games. One of the engine's most notable features was out-of-the-box support for hardware-accelerated graphics, specifically OpenGL, along with the traditional software renderer. Another interesting feature was the subdivision of some of the components into dynamic-link libraries. This allowed both software and OpenGL renderers, which were selected by loading and unloading separate libraries. Libraries were also used for the game logic, for two reasons: *id could release the source code to allow modifications while keeping the remainder of the engine proprietary. *Since they were compiled for specific platforms, instead of an interpreter, they could run faster than ''Quakes solution, which was to run the game logic (QuakeC) in a ...
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Quake II
''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, but not a direct sequel to ''Quake (video game), Quake''. The game's storyline is continued in its expansions and ''Quake 4''. The soundtrack for ''Quake II'' was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown (composer), Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond. Gameplay ''Quake II'' is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in ''Quake'', in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game re ...
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GNU General Public License
The GNU General Public License (GNU GPL or simply GPL) is a series of widely used free software licenses that guarantee end users the Four Freedoms (Free software), four freedoms to run, study, share, and modify the software. The license was the first copyleft for general use and was originally written by the founder of the Free Software Foundation (FSF), Richard Stallman, for the GNU Project. The license grants the recipients of a computer program the rights of the Free Software Definition. These GPL series are all copyleft licenses, which means that any derivative work must be distributed under the same or equivalent license terms. It is more restrictive than the GNU Lesser General Public License, Lesser General Public License and even further distinct from the more widely used permissive software licenses BSD licenses, BSD, MIT License, MIT, and Apache License, Apache. Historically, the GPL license family has been one of the most popular software licenses in the free and open ...
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Rogue Entertainment
Rogue Entertainment was an American computer game developer based in Dallas, Texas, which was active in the late 1990s. It was founded by Rich Fleider, Steve Maines, and Jim Molinets in 1994. Rogue Entertainment's office was in the same building as id Software, all of their games used game engines created by id Software, and two of their games were expansions for id Software's '' Quake'' series of games. The company's first game, '' Strife: Quest for the Sigil'', was released as shareware on February 23, 1996, with the retail version later being released on May 31, 1996. Many former Rogue Entertainment employees moved to Nerve Software after Rogue Entertainment shut down. Games developed by Rogue Entertainment * '' Strife'' (1996) ( PC) * '' Quake Mission Pack No. 2: Dissolution of Eternity'' (1997) ( PC) * '' Quake II Mission Pack: Ground Zero'' (1998) (Windows) * ''Quake II'' (1999) (Nintendo 64) * ''American McGee's Alice'' (2000) (Windows) * '' Counter-Strike: Condition Z ...
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Ground Zero
In relation to nuclear explosions and other large bombs, ground zero (also called surface zero) is the point on the Earth's surface closest to a detonation. In the case of an explosion above the ground, ''ground zero'' is the point on the ground directly below the nuclear detonation and is sometimes called the hypocenter (). Generally, the terms ''ground zero'' and ''surface zero'' are also used in relation to earthquakes, epidemics, and other disasters to mark the point of the most severe damage or destruction. The term is distinguished from the term zero point in that the latter can also be located in the air, underground, or underwater. Trinity, Hiroshima and Nagasaki The origins of the term "ground zero" began with the Trinity test in Jornada del Muerto desert near Socorro, New Mexico, and the atomic bombings of Hiroshima and Nagasaki in Japan. The United States Strategic Bombing Survey of the atomic attacks, released in June 1946, used the term liberally, defining it as: ...
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Xatrix Entertainment
Gray Matter Interactive Studios, Inc. (Gray Matter Studios; formerly Xatrix Entertainment, Inc.) was an American video game developer based in Los Angeles. History Drew Markham and his business partner Barry Dempsey founded Xatrix Entertainment in March 1993. The studio's first release was '' Cyberia'' in 1994. Among its later projects was '' Quake II Mission Pack: The Reckoning'', for which it worked with publisher Activision. Around 1999, some of the original business partners sought to exit the company. To handle this efficiently, Xatrix was transferred to a new corporation under Markham as creative director. With the assistance of Activision, Gray Matter Studios was established on June 17, 1999, and took over the majority of the former employees. Activision initially owned 40% of the studio. It bought the remaining 60% in January 2002, after the successful release of ''Return to Castle Wolfenstein''. The publisher paid 133,690 shares of common stock, at the time worth ar ...
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The Reckoning
The Reckoning may refer to: Literature * ''The Reckoning'' (Armstrong novel), a 2010 novel by Kelley Armstrong * ''The Reckoning'' (Grisham novel), a 2018 novel by John Grisham * ''The Reckoning'' (Long novel), a 2004 novel by Jeff Long * ''The Reckoning'' (Penman novel), a 1991 novel by Sharon Kay Penman * ''The Reckoning'' (Halberstam book), a 1986 book by David Halberstam on the crises in the U.S. automotive industry from 1973 to the mid-1980s * ''The Reckoning'' (Trump book), a 2021 nonfiction book by Mary L. Trump * ''The Reckoning'', a novel by Hugh Atkinson * ''The Reckoning: The Murder of Christopher Marlowe'', a book by Charles Nicholl * "The Reckoning", a 1902 short story by Edith Wharton Music Albums * ''The Reckoning'' (Asaf Avidan & the Mojos album) (2008) * ''The Reckoning'' (EP), a 2006 EP by Comes with the Fall * ''The Reckoning'' (Needtobreathe album) * ''The Reckoning'' (Pillar album) Songs * "The Reckoning" (Iced Earth song) * "The Reckonin ...
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Radiosity (computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 1984 by ...
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Lightmap
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. History John Carmack's Quake was the first computer game to use lightmaps to augment rendering. Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve the resolution of vertex lighting information, however the additional cost ...
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Binary Space Partitioning
In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a tree data structure known as a BSP tree. Binary space partitioning was developed in the context of 3D computer graphics in 1969. The structure of a BSP tree is useful in rendering because it can efficiently give spatial information about the objects in a scene, such as objects being ordered from front-to-back with respect to a viewer at a given location. Other applications of BSP include: performing geometrical operations with shapes (constructive solid geometry) in CAD, collision detection in robotics and 3D video games, ray tracing, and other applications that involve the handling of complex spatial scenes. Overview Binary space partitioning is a generic process of recursively dividi ...
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QuakeC
QuakeC is a compiled 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. Overview 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 . The programmers of ''Quake'' modifications could then publish their bytecode without revealing their source code. Most ''Quake'' mods were published thi ...
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Interpreter (computing)
In computer science, an interpreter is a computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter Virtual Machine. Early versions of Lisp programming language and minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku, Python, MATLAB, and Ruby are examples of the second, while UCSD Pascal is an example of the third type. Source programs are compiled ahead of time and stored as machine independent code, which is then linked at run-time and executed by ...
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Dynamic-link Library
Dynamic-link library (DLL) is Microsoft's implementation of the shared library concept in the Microsoft Windows and OS/2 operating systems. These libraries usually have the file extension DLL, OCX (for libraries containing ActiveX controls), or DRV (for legacy system drivers). The file formats for DLLs are the same as for Windows EXE files – that is, Portable Executable (PE) for 32-bit and 64-bit Windows, and New Executable (NE) for 16-bit Windows. As with EXEs, DLLs can contain code, data, and resources, in any combination. Data files with the same file format as a DLL, but with different file extensions and possibly containing only resource sections, can be called ''resource DLLs''. Examples of such DLLs include ''icon libraries'', sometimes having the extension ICL, and font files, having the extensions FON and FOT. Background The first versions of Microsoft Windows ran programs together in a single address space. Every program was meant to co-operate by yielding ...
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