Serving DFW, our agency has travel agent Dallas waiting to take your call. Need Caribbean, Mexico, or Bahamas, river boat cruises, group discounts, give us a call! Premier Craft specializes in sheet metal forming, fabrication and design work. They are skilled in waterjet, cnc cutting, plasma, sheet metal, metal fabrication, architectural copper, decorative copper, custom fabrication, metal fabrication, gutter, heads, downspout, metal forming, roofing metal, shear, break metal, brake metal. Used Mixer Trucks new construction Edmond automotive locksmith okc, LockWorks OKC provides automotive and motorcycle locksmith services.
Looking to book your all-inclusive beach destination wedding in the Bahamas, Carribean or Mexico? Look no further for a Travel Agency Dallas. We handle river cruises, honeymoons, Disney vacations and so much more! As a Sandals and Beaches Resorts Preferred agency, we love the Caribbean.

Thursday, August 23, 2012

id Game Engine Source Code

The first 3D first-person shooter (FPS) game is generally accepted to be Castle Wolfenstein 3D (1992). Written by id Software of Texas for the PC platform, this game led the game industry in a new and exciting direction.

First-person games are typically some of the most technologically challenging to build. They aim to provide their players with the illusion of being immersed in a detailed, hyperrealistic world. It is not surprising that many of the game industry’s big technological innovations arose out of the games in this genre. Some of the complexities in FPS style games often include managing binary space partitioning (BSP) trees, portal-based rendering systems, frustum cull (i.e., removing objects that the camera cannot "see" to improve rendering time), spatial subdivision data structures, dynamic lighting systems and more.

Outdoor FPS games use other kinds of rendering optimizations such as occlusion culling, or an offline sectorization of the game world with manual or automated specification of which target sectors are visible from each source sector.

Digging into this technology, you can find the source code to Quake I, II, III, Doom, Wolfenstein and more id based games are freely available. The original Quake engines are reasonably well architected and “clean” (although they are of course a bit outdated and written entirely in C). These code bases serve as great examples of how industrial-strength game engines are built. The full source code to several id games are available on github at

You can actually build the code using Microsoft Visual Studio and run the game under the debugger using the real game assets from the disk. This can be incredibly instructive. You can set break points, run the game, and then analyze how the engine actually works by stepping through the code.

For a nice overview of the FPS genre, see

1 comment: