Nuclide SDK - an idTech based game development framework http://www.vera-visions.com/nuclide/
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Marco Cawthorne b4fbab80c5
NSMonster: cache idle animation in case it differs (between ACT events, in case of HL MDL)
16 hours ago
Documentation NSItem: new entity class, designed to use with entityDefs. Subject to change (a lot). 3 weeks ago
base Base: call Textmenu_Draw() in hud.qc 2 months ago
platform add class NSPortal (initial work, plus custom pmove changes). 5 days ago
src NSMonster: cache idle animation in case it differs (between ACT events, in case of HL MDL) 16 hours ago
.dir.tiff Add Documentation/CodeOverview.md 8 months ago
.gitignore Platform: minor cleanup, updated fonts/ 3 months ago
Doxyfile Introducing a copy of the id Tech 4 EntityDef system into Nuclide. 1 month ago
LICENSE Update README.md, suppress some warnings 10 months ago
README.md README.md fix typo on my part 3 months ago
build.cfg build_engine.sh: We're gonna migrate to git, whether some people want to or not. 6 months ago
build_all.sh Switch from iqmtool to vvmtool. 2 years ago
build_editor.sh Minor script changes to change from GH to our own VCS. 4 months ago
build_engine.sh Minor script changes to change from GH to our own VCS. 4 months ago
build_game.sh build_game.sh: When RADIANT_PATH is set, copy entities.def, radiant.game and radiant.xml (build parms) into the users Radiant gamepack directory. 5 days ago
build_tools.sh Clean up some misc building stuff. Based on input by BartoCH, many thanks! 12 months ago
default.fmf nuclide/nuclide-ds: Improvements to manifest loading. Read Documentation/Launching.md for details. 5 months ago
make_mapdef.sh make_mapdef.sh: small caching fix for when you deal with larger mapdefs and multiple invalid entries. 4 days ago
make_shadertags.sh Added make_shadertags.sh, which will prove useful for Radiant users 2 years ago
nuclide nuclide, nuclide-ds: set fs_game post setting sv_gamedir to ensure we save into sane locations. 5 months ago
nuclide-ds nuclide, nuclide-ds: set fs_game post setting sv_gamedir to ensure we save into sane locations. 5 months ago
vmap TraceAttack: check surfaceflags on world traces, m_iMaterial on anything 2 years ago
worldspawn Add VGUI_Active() which returns whether or not we're drawing VGUI elements, 1 year ago

README.md

FTE Logo Nuclide - Software Development Kit

Software Development Kit, built around idTech with focus on advanced features and clean-room implementations of true-and-tested game-logic frameworks. It's been used to ship a commercial product. So it's proven to some extent.

All of this is written in QuakeC, but there's also some GLSL and shell scripts in here. If you and your team are unfamilar with any of these, you may want something else.

Documentation

You can find up-to-date documentation over at https://developer.vera-visions.com/

This documentation is built entirely from this repository using doxygen. You do not need to be on-line to view the documentation.

Special Thanks

To id software and specifically John Carmack for having released the sources of various pieces of id Technology under free licenses.

David Walton for FTEQW and the FTEQCC compiler, which is the brain of this SDK.

Timothee Besset and the GtkRadiant contributors, as well as the NetRadiant team for giving us a base for our editor WorldSpawn.

idTech Logo

License

Copyright (c) 2016-2023 Vera Visions L.L.C.

Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.