Revision as of 10:53, 7 February 2004 editGachupin (talk | contribs)19 editsm links to John Carmack and Duke Nukem 3D added← Previous edit | Revision as of 19:40, 7 February 2004 edit undoMrwojo (talk | contribs)Autopatrolled, Extended confirmed users, Pending changes reviewers, Rollbackers15,712 edits some wikification; removed some strange sentences; +ext. links; other misc. changesNext edit → | ||
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'''QuakeC''' is a ] |
'''QuakeC''' is a ] developed in ] by ] of ] to program parts of the ] '']''. Using QuakeC, a programmer is able to customize ''Quake'' to great extents by adding weapons, abilities (such as flying) and programming complex scenarios. It can be used to control many aspects of the game itself. | ||
⚫ | Despite poor reviews by many of the leading magazines, and despite a public favoring of '']'', QuakeC allowed the Quake engine to dominate the direction of the ] genre. Thanks to Carmack's idea of extending computer game life by adding unlimited expandability an enormous ] community of gamers and programmers alike has arisen and nearly every modern ] game is completely expandable. While they don't all use QuakeC, QuakeC was the first to truly popularize it. | ||
QuakeC was developed in ] by ]. The scripting is allows means the life of the game can be extended even after the game had been mastered. | |||
⚫ | Its syntax is quite similar to the ], explaining its name, although it is much more limited. For example QuakeC does not allow the implementation of new types through either structures or objects. QuakeC also does not support many "advanced" abilities of the other C family languages. For example: | ||
⚫ | Despite poor reviews by many of the leading magazines, and despite a public favoring of ], QuakeC allowed the |
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⚫ | :<code>SomeFunction(getWidth());</code> | ||
⚫ | Its syntax is quite similar to ], explaining |
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⚫ | is an invalid QuakeC statement since the implementation cannot handle function composition. Other examples of these quirks include QuakeC's inability to assign default values to variables. These minor limitations aside the QuakeC scripting language was one of the most powerful of its type for the time and defined a sub-style of game design that is still employed today. | ||
⚫ | <code>SomeFunction(getWidth()); |
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⚫ | ''See also:'' ] | ||
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== External links == | ||
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Revision as of 19:40, 7 February 2004
QuakeC is a scripting language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake. Using QuakeC, a programmer is able to customize Quake to great extents by adding weapons, abilities (such as flying) and programming complex scenarios. It can be used to control many aspects of the game itself.
Despite poor reviews by many of the leading magazines, and despite a public favoring of Duke Nukem 3D, QuakeC allowed the Quake engine to dominate the direction of the first-person shooter genre. Thanks to Carmack's idea of extending computer game life by adding unlimited expandability an enormous Internet community of gamers and programmers alike has arisen and nearly every modern multiplayer game is completely expandable. While they don't all use QuakeC, QuakeC was the first to truly popularize it.
Its syntax is quite similar to the C programming language, explaining its name, although it is much more limited. For example QuakeC does not allow the implementation of new types through either structures or objects. QuakeC also does not support many "advanced" abilities of the other C family languages. For example:
SomeFunction(getWidth());
is an invalid QuakeC statement since the implementation cannot handle function composition. Other examples of these quirks include QuakeC's inability to assign default values to variables. These minor limitations aside the QuakeC scripting language was one of the most powerful of its type for the time and defined a sub-style of game design that is still employed today.
See also: Computer programming