flQuake is a Quake port for the Flash platform. It was based on the Makaqu codebase, a heavily modified Quake engine by Manoel Kasimier. I decided to base flQuake on Makaqu due to the familiarity with the engine when i used to work with Dreamcast homebrew. flQuake has been, so far, an adventure for me, and a pretty exciting one. It uses only the original software renderer and all modifications have been made on top of it.
- Bilinear texture filtering
- Support for the Half-Life BSP format (BSP version 30)
- Support for Half-Life WAD3 and true-color textures (embedded in BSP only)
- id Software (Creators of Quake)
- Klaus Silveira (Creator, developer)
- Michael Rennie (Original Flash port of Quake)
- Manoel Kasimier (Makaqu engine, based on Quake)
- Improve Half-Life BSP support
- Transparent textures
I'm still working with flQuake, but not as much as before. There are some bugs i need to fix and tons of things to improve. I still need to make the engine run at some decent speeds and clean the codebase, because honestly, it's a mess.
- Fix the Windows/Linux build
- Fix weird particle problems
- Fix weird texture problems (specially skies)
- Fix transparency issues
- Clean the codebase from Dreamcast particularities, such as input (this might speed things a little bit)
- Clean the code base from everything that's not needed or doesn't work as expected
- Comment the code: not only the changes, but the entire engine. Always wanted to do this!
You'll need Adobe Flex, Adobe Alchemy and Flash Develop to build flQuake. Familiarity with Adobe Alchemy is a minimum requirement. Oh, and it's a real pain in the ass to setup Alchemy on Windows, so, use Linux for this.
- id Software for creating Quake, and most importantly, releasing it's code under the GPL
- Michael Rennie for his Flash port of WinQuake
- Manoel Kasimier for Makaqu