This work basically goes back over six years, on and off, and now lays here as the remains of a game that unfortunately will never likely see the light of day.
Because of this, I would caution you to prepare yourself for the idiocy you'll see within - when I first started this project I knew next to nothing about C/C++, and by the time I had a reasonable understanding, the damage was already done.
There's unlikely to be much of use here.
That being said, I don't regret it and I learned a lot while working on this - this was pretty much the original point of the project, trying something new.
In 2018, I returned to this and made a start cleaning up the codebase, but this is an incredible amount of work and, while I may some day return to it, it's probably not worth the time and effort.
If I ever return to working on the game in question, it's more than likely I would be starting out from another Quake derived engine rather than this one - which is pretty much my recommendation for anyone looking at this project as well.
Quirky is a heavily modified version of the FitzQuake engine.
- Abstract SDL2 implementation for both video and input.
- Platform library to deal with platform-specific tasks as well as operating as an abstraction layer for a number of file formats.
- Heavily modified renderer with support for multiple viewports and cameras, including state tracking via Platform lib.
- GLSL shaders.
- Embedded mode.
- WYSIWYG editor environment.
- VBO support.
- FBO support.
- Blob and point-based planar shadows.
- Support for both MD2 and Unreal's 3D model formats.
- Support for TGA, FTX, DTX, VTF and TIFF image formats.
- Scripted material system with support for sphere-mapping and texture detail, variable animation rates, blend layers, multiple skins and contextual parameters.
- Tweakable file paths via script.
- Launcher, Engine, Game and Menu sub-systems
- Complete rewrite of game-logic in C/C++ (versus original QuakeC implementation)
- Additional bug fixes to existing code...
- Support for post-processing
- Entirely new level format and visibility system
Copyright (C) 2011-2018 Mark E Sowden