Home Explore Help
Sign In
ndepoel
/
uniquake
1
0
Fork 0
Code Issues Pull Requests Projects Releases Wiki Activity
171 Commits
3 Branches
0 Tags
73 MiB
Tree: cd7423ae34
console
master
readme
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from 'cd7423ae34'
${ noResults }
Commit Graph

4 Commits (cd7423ae342cd2c4e7e36a8b8d838024cf9c9587)

Author SHA1 Message Date
Nico de Poel a886f3d993 First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets.
5 years ago
Nico de Poel d271f9b7e2 Stubbed out the remaining OpenGL calls, disabled everything SDL, ifdef'ed out OpenGL 2.0-related code, and added a new stub for remaining VID_ and GL_ calls. Portable configuration compiles now, though it still crashes at run-time.
5 years ago
Nico de Poel 96d2a1fe7b First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm.
5 years ago
Nico de Poel c91e6b2bea Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in.
5 years ago
Powered by Gitea Version: 1.14.1 Page: 122ms Template: 4ms
English
English 简体中文 繁體中文(香港) 繁體中文(台灣) Deutsch français Nederlands latviešu русский Українська 日本語 español português do Brasil Português de Portugal polski български italiano suomi Türkçe čeština српски svenska 한국어
Licenses API Website Go1.16.3