It definitely was an amazing codebase for the time. You didn’t need to get hung up on architecture because it is very singular… it’s just a level, you, and the entities that were created when the level loaded.
There’s no pre-caching, no virtual textures, no shaders (there are materials for later quake 3), it’s just pure load -> set -> loop. The “client” renders, the “server” has the state.
Honestly I've been wondering if I could do this with Ezquake or similar (and how hard it would be). Problem is that Ezquake has VoIP too and a bunch of other things (and is for whatever reason stuck on SDL2 (?)), so that might be quite annoying to do. And I don't know if they'd accept my contributions. Worth a try though I suppose?
It definitely was an amazing codebase for the time. You didn’t need to get hung up on architecture because it is very singular… it’s just a level, you, and the entities that were created when the level loaded.
There’s no pre-caching, no virtual textures, no shaders (there are materials for later quake 3), it’s just pure load -> set -> loop. The “client” renders, the “server” has the state.