LogicChip10 Posted December 1, 2012 Posted December 1, 2012 I was wondering if anyone knew (or could tell me how to tell) what the game "30 Flights Of Loving" was programmed in. It has a blocky look to it (forget the term but whatever) here's a screenshot so you understand... Anyway what programming language do you think it was made in? the reason I ask is because well I just want to know. Quote
SimpleGuy Posted December 1, 2012 Posted December 1, 2012 From http://www.eurogamer.net/articles/2012-08-23-thirty-flights-of-loving-review Only the blocky looks of this one-man Quake 2 engine mod could be called crude or self-conscious - and uncharitably at that. From http://en.wikipedia.org/wiki/Quake_II_engine C, x86 assembly (software rendering) So C and x86 assembly (which you'll love to death or hate with a passion - speaking from experience) Quote
LogicChip10 Posted December 1, 2012 Author Posted December 1, 2012 is the Quake 2 engine good to start tinkering with? the one thing I loved to death while playing this game was because of how smooth things went. Quote
The_DarthMoogle Posted December 2, 2012 Posted December 2, 2012 It's like slamming your crotch into the corner of a desk. Quote
freakachu Posted December 2, 2012 Posted December 2, 2012 the quake II engine is old, like... super old. like early 90s old. old. Quote
Moderators Maiden Posted December 2, 2012 Moderators Posted December 2, 2012 The quake 2 engine is what Valve heavily modded to make half life with. Quote
LogicChip10 Posted December 2, 2012 Author Posted December 2, 2012 Well despite it being so old I have to say it feels amazingly good running on at a constant 60FPS. Quote
NightKev Posted December 3, 2012 Posted December 3, 2012 Well, that shouldn't be very surprising, considering it was designed to work with much, much less resources than modern computers have. Quote
LogicChip10 Posted December 3, 2012 Author Posted December 3, 2012 Criticize it all you want but running a game (that is fun and very fast paced) perfectly feels great. Quote
The_DarthMoogle Posted December 3, 2012 Posted December 3, 2012 You are however forgetting that the dude(s?) at Blendo have employed an enormous number of tricks to get their game looking as good as it does. They custom built a hilarious number of tools to do all the lightmaps and post processing. While I'm sure you have the intelligence to get a playable game out of this engine, I wish you any luck getting it to look like a 21st Century game. Quote
LogicChip10 Posted December 3, 2012 Author Posted December 3, 2012 I know that they did not just come up with the idea and make it in the same day. However I am inclined to think that working with such an old engine would be easier than todays. Quote
The_DarthMoogle Posted December 4, 2012 Posted December 4, 2012 It's rather hit and miss. What old engines offer is an enormous amount of plugins and documentation. What newer engines offer is visual programming, better content pipelines and rapid prototyping. I am currently creating a videogame using the Unreal 3 engine, and am having a whale of a time. Rapid prototyping is exactly what I need as I'm new to a lot of techniques, and often need to experiment, without having to wait half an hour for the level to compile. Quote
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