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QuakeC is a compiled language developed in 1996 by John Carmack of
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
to program parts of the
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'' 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
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from
id Tech 4 id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John Carmack, who also created previous game engines, such as those for '' Do ...
on.


Overview

The QuakeC source to the original
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
''Quake'' game logic was published in 1996 and used as the basis for modifications like
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and others. QuakeC source code is compiled using a tool called qcc into a
bytecode Bytecode (also called portable code or p-code) is a form of instruction set designed for efficient execution by a software interpreter. Unlike human-readable source code, bytecodes are compact numeric codes, constants, and references (norma ...
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 this way. QuakeC allowed the ''Quake'' engine to dominate the direction of the
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
genre. Thanks to Carmack's idea of extending video game life by adding unlimited expandability (extensibility already played a big role in ''
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''), an enormous Internet community of gamers and programmers alike has arisen and many modern multiplayer games are extensible in some form. QuakeC is known as interpreted because as ''Quake'' runs, it is continually interpreting the progs.dat file.


Limitations and subsequent solutions

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 :SomeFunction (ftos (num1), ftos (num2)); will fail because the second call to ftos (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. Most video games at the time had their game logic written in plain C/C++ and compiled into the executable, which is faster. However, this makes it harder for the community to create mods and it makes the process of
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the game to another platform (such as
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) more costly. Despite its advantages, the choice of implementing game logic using a custom scripting language and interpreter was dropped from the next generation
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in favor of compiled C code due to the overall inflexibility of QuakeC, the increasingly complex game logic, the performance to be gained by packaging game logic into a native
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, and the advantage of leveraging an already established programming language's community, tools, educational materials, and documentation. Distributing native code created new security and portability concerns. QuakeC bytecode afforded little opportunity for mischief, while native code has access to the whole machine. QuakeC bytecode also worked on any machine that could run Quake. Compiling to native code added an additional barrier to entry for novice mod developers, because they were being asked to set up a more complicated programming environment. The eventual solution, implemented by the Quake III engine, was to combine the advantages of original QuakeC with the advantages of compiling C to native code. The lcc C compiler was extended to compile standard C into bytecode, which could be interpreted by a
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in a manner similar to QuakeC. This addressed the security, portability, and tool chain problems, but lost the performance advantage of native code. That was solved by further compiling the bytecode into native code at run time on supported machines.


Modified compilers and language extensions

A decompiler and a recompiler were released by Armin Rigo (called DEACC and REACC respectively). These programs were made through the process of reverse engineering, and were most likely published before the release of qcc.
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
released the source of qcc, their QuakeC compiler, along with the original QuakeC code in 1996. Modified versions soon sprung up, including Jonathan Roy's fastqcc and Ryan "FrikaC" Smith's FrikQCC. These added functionality, optimizations, and compiling speed boosts. In 1999, when id Software released the code from Quake's engine under the
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 to run, study, share, and modify the software. The license was the first copyleft for general ...
(GPL), the workings of the bytecode interpreter were examined and new QuakeC compilers were released, such as J.P. Grossman's qccx 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. 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. ''
Xonotic ''Xonotic'' () is a free and open-source first-person shooter video game. It was developed as a fork of'' Nexuiz'', following controversy surrounding the game's development. The game runs on a heavily modified version of the Quake engine known a ...
'' since version 0.7 uses th
gmqcc
compiler.


Client-side QuakeC

Some enhanced ''Quake'' engines (notably Darkplaces and FTEQW) have support for an extension of regular QuakeC (now commonly referred to as server-side QuakeC) 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.


See also

*
Computer programming Computer programming is the process of performing a particular computation (or more generally, accomplishing a specific computing result), usually by designing and building an executable computer program. Programming involves tasks such as anal ...


References


External links


id's github repository containing the C source code of qcc (QuakeC compiler)

id's github repository containing the QuakeC source code to QuakeWorld game logic



Large collection of QC mods, including their source

Inside3d - nice collection of QC tutorials here

InsideQC - New website to inherit Inside3D's legacy after it was shut down
{{DEFAULTSORT:Quakec Domain-specific programming languages Video game development Quake (series) Scripting languages Id Tech