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Nexuiz - a first-person shooter that lasts

Nexuiz - a first-person shooter that lasts

Posted Mar 1, 2007 10:09 UTC (Thu) by PhilHannent (guest, #1241)
Parent article: Nexuiz - a first-person shooter that lasts

What I never really understood was why projects like http://www.worldforge.org never took the quake engine and just created a new networking core for the player interactions.


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Nexuiz - a first-person shooter that lasts

Posted Mar 1, 2007 22:01 UTC (Thu) by bronson (subscriber, #4806) [Link]

I agree. Even more, I keep expecting to see someone write a real distributed first-person shooter. Instead of joining a single server, you would bounce from server to server all over the internet. And, of course, you'd easily run a server of your own. Sort of bittorrent meets quakeworld. :)

Once that happens, I expect that shooter to slowly morph into Second-Life-done-right.

But, I admit, this is pretty speculative.

Nexuiz - a first-person shooter that lasts

Posted Mar 2, 2007 15:03 UTC (Fri) by svena (guest, #20177) [Link]

Actually, something like that has been done, it's Quake II modified for OptimalGrid. I only think it was developed as a demo, but it's an interesting concept.

Nexuiz - a first-person shooter that lasts

Posted Mar 8, 2007 19:02 UTC (Thu) by robert_s (subscriber, #42402) [Link]

Because the quake engine is necessarily built around the concept of binary space partitions - which are generally not good for 'outdoor' scenes.

You'd have to swap out significant portions of most of quake's subsystems.

If we're just talking about rendering, in the end you'd be better off with something like OGRE which is pluggable in almost all aspects and therefore very flexible.

Nexuiz - a first-person shooter that lasts

Posted Mar 8, 2007 20:07 UTC (Thu) by PhilHannent (guest, #1241) [Link]

Thank you. I understand now.

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