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ioquake
ioq3
C2014–2024
ioquake / ioq3

ioq3

The ioquake3 community effort to continue supporting/developing id's Quake III Arena

8Distinct people
9Mentions
0Explicit recommenders
2.9KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

The ioquake3 community effort to continue supporting/developing id's Quake III Arena

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year9 dated mentions

Observed mentions: 2014-05-12 20:56:36 UTC to 2024-11-27 15:31:35 UTC.

02462014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 6 mentions; 1 submissions, 5 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC110
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC000
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC202
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC615

What Hacker News says

9 sources
ioquake3 (and probably many other games) use Huffman Coding to optimize data transmission between the server and the clients. Huffman coding helps reduce the size of transmitted data, improving performance and lowering bandwidth usage. It is crucial for real-time multiplayer gaming. This is where I first came across Huffman Coding, as a kid (I was only 14 years old) at the time. I have fond memories developing mods for ioquake3 forks such as Tremulous and Urban Terror. Just to reiterate: the primary focus of Huffman coding is to minimize the total number of bits needed to represent a message. It is strictly for compression. If you want error correction, you should probably go for Hamming codes, Reed-Solomon codes, turbo codes, or CRC. That said, you can combine Huffman coding with those error correction codes. However, while not an error
Read the rest
correction mechanism, mismatches in the Huffman tree during decoding can sometimes flag errors, as invalid bit sequences may indicate data corruption. See some code here (with educational comments): - https://github.com/ioquake/ioq3/blob/cc18246f22ab033e1b17af4... - https://github.com/ioquake/ioq3/blob/cc18246f22ab033e1b17af4... The code is used here: https://github.com/ioquake/ioq3/blob/cc18246f22ab033e1b17af4...
In Huffman Coding
Talking about Unlagged, I would kill for a clear explanation (with diagrams!) of various netcode improvements in it, CPMA and QL. I'm forced to try to piece together a mental model by finding crumbs on the web, with the current situation: https://github.com/minism/fps-netcode https://playmorepromode.com/guides/cpma-client-settings https://www.esreality.com/?a=post&id=2548041#pid2548771 https://old.reddit.com/r/QuakeChampions/comments/9jd3wv/for_... PS: the modern way of enjoying Q3 is https://github.com/ec-/Quake3e or CNQ3, these days. Don't know about https://github.com/ioquake/ioq3
In Quake 3 Source Code Review: Network Model (2012)
Thanks! This is loading just the demo assets, but I got the Emscripten support merged into upstream ioquake3 so you can check out the code, build it yourself, and with the right game asset files you can play the full game, Team Arena, mods, or whatever. https://github.com/ioquake/ioq3/pull/658 The only major feature missing from the original game is networking. Obviously kind of important for Quake 3. Should be possible with WebRTC DataChannel. And while the original game didn't have it, for the modern web a touchscreen control scheme is essential since half of everyone is on their phone. Of course it won't be great compared to mouse/keyboard but some mobile support is better than none. So those are the two features I'd like to add (besides performance optimizations; it's a bit slower than it should be for some reason).
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