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QuakeC
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Compiled language
CAPTION: QuakeC
Paradigm imperative (procedural), structured
Designed by John Carmack
Developer id Software
First appeared 1996
Typing discipline static, strong
Major implementations
Quake C Compiler, FastQCC, FTEQCC, QCCx, GMQCC
Influenced by
C
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.
[ ]
Contents
* 1 Overview
* 2 Limitations and subsequent solutions
* 3 Modified compilers and language extensions
* 4 Client Side QuakeC
* 5 See also
* 6 References
* 7 External links
Overview[edit]
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.^[1] QuakeC source code is compiled using a tool
called qcc into a bytecode kept in a file called
progs.dat. The programmers of Quake modifications could then publish
their
progs.dat 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 genre.^[citation needed] Thanks to Carmack's idea
of extending video game life by adding unlimited expandability
(extensibility already played a big role in Doom), an enormous Internet
community of gamers and programmers alike has arisen and many modern
multiplayer games are extensible in some form.^[citation needed]
QuakeC is known as interpreted because as Quake runs, it is continually
interpreting the progs.dat file.^[2]
Limitations and subsequent solutions[edit]
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 porting the game to another platform (such as Linux) more
costly.
Despite its advantages, the choice of implementing game logic using a
custom scripting language and interpreter was dropped from the next
generation Quake II engine 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
dynamic link library, and the advantage of leveraging an already
established programming language's community, tools, educational
materials, and documentation.^[3]
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 virtual
machine 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.^[4]
Modified compilers and language extensions[edit]
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.^[5]
id Software 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 (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 since version 0.7 uses the gmqcc compiler.^[6]
Client Side QuakeC[edit]
Some enhanced Quake engines (notably Darkplaces and
FTEQW)^[clarification needed] 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^[clarification needed] and any visually heavy
effects that do not need to be simulated on the server and transferred
over the network.^[7]
See also[edit]
* Computer programming
References[edit]
1. ^ Lasse Lehtinen (1996-07-25). "QuakeC released". Quake and
QuakeWorld history. Retrieved 2011-01-14.
2. ^ Andrew Wu. "Quake C Basics". Retrieved 2013-04-06.
3. ^ Carmack, John (13 March 1997). "Here is a technical issue to be
discussed, Pg.18" (PDF). .plan. id Software. Retrieved 5 November
2018.
4. ^ Carmack, John (24 July 1999). "Jul 24, 1999, Pg.54" (PDF). .plan.
id Software. Retrieved 5 November 2018.
5. ^ "Interview with Armin Rigo - Feb. 12th 1997". April 30, 1997.
Archived from the original on 1997-04-30.
6. ^ "Xonotic 0.7 Release".
7. ^ "Client-Side QuakeC". QuakeWiki. Retrieved 2016-11-16.
External links[edit]
* 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
* Unofficial QuakeC specifications
* 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
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