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klaussilveira
qengine
C2019–2020
klaussilveira / qengine

qengine

Retro game engine for creating games like it's 1997

3Distinct people
6Mentions
0Explicit recommenders
893GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Retro game engine for creating games like it's 1997

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 month6 dated mentions

Observed mentions: 2019-01-11 19:16:37 UTC to 2020-04-07 16:46:39 UTC.

012342019-01-01 00:00:00 UTC to 2019-02-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 commentsJan 20192019-02-01 00:00:00 UTC to 2019-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-03-01 00:00:00 UTC to 2019-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-04-01 00:00:00 UTC to 2019-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-05-01 00:00:00 UTC to 2019-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-06-01 00:00:00 UTC to 2019-07-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2019-07-01 00:00:00 UTC to 2019-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-08-01 00:00:00 UTC to 2019-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsAug 20192019-09-01 00:00:00 UTC to 2019-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-10-01 00:00:00 UTC to 2019-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-11-01 00:00:00 UTC to 2019-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-12-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2020-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-02-01 00:00:00 UTC to 2020-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-03-01 00:00:00 UTC to 2020-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-04-01 00:00:00 UTC to 2020-05-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsApr 2020

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
Jan 20192019-01-01 00:00:00 UTC2019-02-01 00:00:00 UTC413
Feb 20192019-02-01 00:00:00 UTC2019-03-01 00:00:00 UTC000
Mar 20192019-03-01 00:00:00 UTC2019-04-01 00:00:00 UTC000
Apr 20192019-04-01 00:00:00 UTC2019-05-01 00:00:00 UTC000
May 20192019-05-01 00:00:00 UTC2019-06-01 00:00:00 UTC000
Jun 20192019-06-01 00:00:00 UTC2019-07-01 00:00:00 UTC101
Jul 20192019-07-01 00:00:00 UTC2019-08-01 00:00:00 UTC000
Aug 20192019-08-01 00:00:00 UTC2019-09-01 00:00:00 UTC000
Sep 20192019-09-01 00:00:00 UTC2019-10-01 00:00:00 UTC000
Oct 20192019-10-01 00:00:00 UTC2019-11-01 00:00:00 UTC000
Nov 20192019-11-01 00:00:00 UTC2019-12-01 00:00:00 UTC000
Dec 20192019-12-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
Jan 20202020-01-01 00:00:00 UTC2020-02-01 00:00:00 UTC000
Feb 20202020-02-01 00:00:00 UTC2020-03-01 00:00:00 UTC000
Mar 20202020-03-01 00:00:00 UTC2020-04-01 00:00:00 UTC000
Apr 20202020-04-01 00:00:00 UTC2020-05-01 00:00:00 UTC110

What Hacker News says

6 sources
I think the easiest way to get started is mapping. This is a very cool map editor for Q1 and Q2: https://github.com/kduske/TrenchBroom There's plenty of good content here: http://forum.tastyspleen.net/quake/index.php?topic=21859.0 http://maps.rcmd.org/tutorials/ Map compiling and texture tools are included in the engine code: https://github.com/klaussilveira/qengine/tree/master/src/too... The Quake community is awesome: https://quakewiki.org/wiki/Mapping_tutorials https://www.quaddicted.com/forum/ http://www.celephais.net/board/forum.php
In Retro game engine for developers that enjoy creating games like it's 1997
This is a cool project! - CMake, yay! These make generating build files for a variety of platforms (even Windows) a breeze. It also works with code completion stuff (CLion IDE, KDevelop both have CMake-based projects) - I like how it splits stuff up as well (https://github.com/klaussilveira/qengine/tree/master/src/gam...). - As for vendorizing SDL2, there is an opportunity for optimization: The shared libraries and header files can be scanned through CMake scripts. Example: https://github.com/tcbrindle/sdl2-cmake-scripts. - I see the .clang-format file, nice! (This is for clang-format: https://clang.llvm.org/docs/ClangFormat.html) Unfortunately, license is going to be a real barrier to most game developers. The ironic thing is this engine includes SDL 2 which prides itself on being on a permissive license. (https://youtu.be/MeMPCSqQ-34?t=
Read the rest
405, 6:40 to 7:30) If it's the intention to create an open source library to be helpful as possible to developers. If it's the intention to have a library just for use in the GPL ecosystem of games (which isn't bad: OpenTTD is GPL!) then this is okay. The reason why is a private game developer want to retain control of their intellectual property, even throughout the prototyping phase. As for open sourcing, I'd approach it in a different way: I'd release reusable components under a permissive license (e.g. MIT, BSD, ISC, zlib, etc.) and keep any creative work product code/source files private. Similar SDL2 framework for 2D games (I made some CMake contributions a while back): https://oxygine.org/
In Retro game engine for developers that enjoy creating games like it's 1997
From my perspective, that odd lighting and tint is part of the aesthetic that makes it great. You can learn more about how the renderer works here: http://fabiensanglard.net/quake2/quake2_software_renderer.ph... You can create your own palette using the included pcx2pal: https://github.com/klaussilveira/qengine/blob/master/src/too... After that, you might want to generate the colormap: https://github.com/klaussilveira/qengine/blob/master/src/too... If you enjoy the code of Q2, but also would like more modern rendering, I highly recommend quake2xp from Barnes: https://www.moddb.com/mods/quake-2-xp Yamagi is the gold standard for all Q2 engines: https://github.com/yquake2/yquake2 And some art help: http://maps.rcmd.org/tutorials/q2_palette_textures/
In Retro game engine for developers that enjoy creating games like it's 1997

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