12/30/2023 0 Comments Quake 3 arena doom![]() But the point is it’s not impossible and now I need to see what all is involved with trying to put a UI wrapper around the thing. It’s not perfect – I tried to spin up a Quakespasm instance on the Mac and it could see but not join the server, an iPhone could see the iPad server but not the other way around, etc. I haven’t investigated this to death or anything but I’m willing to bet it just works. Either the author of the Quake_For_OSX port had done the work necessary to handle networking, or it does work right out of the box. Even crazier is that the iPad instigated the game so it’s running as the “server”. In the photo above the foreground is running the Quake-iOS port, and the screen behind it is my Windows 10 PC running whatever source port the “Ultimate Fan Patch” includes for Steam. What are the odds that it wouldn’t need some additional work fo networking on a device as locked down as the iPhone or iPad in 2018?īut seeing that video made me realize: I hadn’t actually tried it either. Quake‘s multiplayer was designed to work on PCs in 1996. Like I said, OpenGL in these engines only works because OpenGL ES exists for iOS (for now anyway), but a certain amount of bridging code was necessary (as in, a file that says “when the code asks for A from OpenGL, they really mean B from OpenGL ES”). And besides other aspects of the game being the challenges I was most interested in, I honestly had no idea if it would even work. Wolfenstein 3-D never had it, DOOM did have it but the official port never did, and Quake not only had it but it was a big deal at the time, and my iOS port of it didn’t feature it at all. ![]() And crazily enough, it not only featured a working console for typed commands, it featured multiplayer.Īt the end of my previous article I mentioned that the whole question of multiplayer was something I was kind of struggling with. It meant that it was running on iOS 2.0 (or rather iPhone OS 2.0 since they weren’t calling it iOS yet). It meant that the video they show of the port was running on probably an iPhone 3G, and they mention they had it going 20-30fps. It meant that this port predated the official Wolfenstein 3-D and DOOM ports by a year. Being done in 2008 meant a lot of things. And here was an existing, working port of Quake to iOS a decade ago. In my previous article I mentioned that I had searched high and low for existing ports of Quake to iOS and I had only found two, and only one of them would build, and it had Google Cardboard code in it. It appears TMSoft is a mobile app developer and consulting company that ported Quake and made its source available… back in 2008. Looking into it further, I found the origin of the photo – it boiled down to this page detailing a port of Quake to the iPhone by a company called TMSoft. I was looking for some information about Quake online after I posted the previous article and I stumbled across a strange image in Google Image Search of multiple iPhones playing Quake, seemingly together. Those playing along at home may be wondering: “Hang on a minute, why didn’t you do Quake II next?” Well, it’s interesting… Quake III Arena for iOS and tvOS for Apple TV: In keeping with tradition, here’s the link for those who want it right away My next stop on the tour of porting id Techs to iOS and tvOS is Quake III Arena, powered by id Tech 3. But while Carmack's time at id may be at an end, his influence will continue to be felt - here are some of his most important contributions.Quake III Arena for iOS and tvOS for Apple TV Schnapple | August 7, 2018 "John's work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects," id studio director Tim Willits told Polygon, referring to the game engine that will be used to power the in-development Doom 4. The move is perhaps not that surprising: Carmack has always had a fascination with building new technologies, making the Oculus Rift headset an ideal project. "The divided focus was challenging," he says. ![]() It's a position he originally took on back in August, but it seems that splitting his time between the two companies just wasn't working out. After helping found the company more than 20 years ago, where he helped craft experiences like Doom and Quake, Carmack has officially shifted his focus full time to virtual reality firm Oculus VR, where he'll serve as a chief technical officer.
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