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Difference between revisions of "DirectQ"

From Quake Wiki

(Basic info)
 
(Slight expansion and please make mark v page)
 
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|based-on=[[GLQuake]]
 
|based-on=[[GLQuake]]
 
|author=[[mh]]
 
|author=[[mh]]
|website=[http://http://directq.codeplex.com]
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|first-release=[http://directq.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=28626 here]
|blog=[http://mhquake.blogspot.com]
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|newest-release=[http://directq.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=34780 here]
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|website=[http://mhquake.blogspot.com here]
 
}}
 
}}
 
A port of GLQuake to Direct3D with emphasis on bug fixes, being faithful to the original software Quake look, increased limits, and player-friendliness.
 
A port of GLQuake to Direct3D with emphasis on bug fixes, being faithful to the original software Quake look, increased limits, and player-friendliness.
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This is primarily intended for use on PCs and laptops that have integrated Intel 3D cards which either choke on, or give incredibly poor performance with, OpenGL-based Quake engines.  It is also suitable for more general use on any machine, of course.
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The engine would be the base for the Direct3D code in [[Mark V]], another engine

Latest revision as of 02:32, 8 January 2024

DirectQ
Author: mh
Based on: GLQuake
First release: here
Newest release: here
Website: here

A port of GLQuake to Direct3D with emphasis on bug fixes, being faithful to the original software Quake look, increased limits, and player-friendliness.

This is primarily intended for use on PCs and laptops that have integrated Intel 3D cards which either choke on, or give incredibly poor performance with, OpenGL-based Quake engines. It is also suitable for more general use on any machine, of course.

The engine would be the base for the Direct3D code in Mark V, another engine