翻訳と辞書 |
QuakeC
QuakeC is an interpreted 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. == Overview == 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. 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. 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. QuakeC is known as interpreted because as ''Quake'' runs, it is continually interpreting the progs.dat file.〔(【引用サイトリンク】title=Quake C Basics )〕
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「QuakeC」の詳細全文を読む
スポンサード リンク
翻訳と辞書 : 翻訳のためのインターネットリソース |
Copyright(C) kotoba.ne.jp 1997-2016. All Rights Reserved.
|
|