Did you know that Quake 3

was developed procedurally?

Produral programming FTW! :smiley:

Does anyone know of any other major piece of software that was created procedurally?

OOP ftw… doom I’m betting was procedural… hmm… probably a lot of older games.

Meh. What a random thread.

Firefox, from the looks of its UI performance.

I think Doom was too. Any others?

snake

[quote=Templarian;2339551]OOP ftw… doom I’m betting was procedural… hmm… probably a lot of older games.

Meh. What a random thread.[/quote]

Thanks. I feel it suits the section perfectly :wink:

rumblesushi, as long as your not planning on using procedural programming style. :lol:. I mean really in this day-and-age its not very practical or time effective (depending on the language and IDE).

Well actually quite the opposite, I’m moving onto AS3 now, and trying to get my head round an OOP way of thinking.

However, it’s difficult for me, because I started programming with AS1, and have never learnt another language. So for years I’ve only known the procedural way, it’s so hard to think in terms of classes, even though I write reusable functions all the time.

So this thread is just defending my roots and honour :stuck_out_tongue:

Back in 2001, I did a lot of custom levels and shaders for Quake3, and even got some good [COLOR=ā€œBlueā€][U]reviews[/U][/COLOR] on a few of my projects.
Relatively easy to do, and the performance of this old engine was amazing at the time.

Here’s a snippet from one of the external shader scripts from ā€œFlatironā€ that creates a transparent rippling liquid with environment-mapped reflections on the surface.

textures/snick_terra/ripple_wawa	
	{
		qer_editorimage textures/liquids/pool3d_3.tga
		qer_trans .5
		q3map_globaltexture
		fogparms ( 0 0 .376 ) 256
		surfaceparm trans
		surfaceparm nonsolid
		surfaceparm water

		cull disable
		deformVertexes wave 64 sin .5 .5 0 .5
		{ 
			map textures/liquids/pool3d_5.tga
			blendFunc GL_dst_color GL_one
			rgbgen identity
			tcmod scale .5 .5
			tcmod transform 1.5 0 1.5 1 1 2
			tcmod scroll -.05 .001
		}
	
		{ 
			map textures/liquids/pool3d_6.tga
			blendFunc GL_dst_color GL_one
			rgbgen identity
			tcmod scale .5 .5
			tcmod transform 0 1.5 1 1.5 2 1
			tcmod scroll .025 -.001
		}

		{ 
			map textures/liquids/pool3d_3.tga
			blendFunc GL_dst_color GL_one
			rgbgen identity
			tcmod scale .25 .5
			tcmod scroll .001 .025
		}

		{
			map textures/effects/tinfx3.tga
			blendfunc add
			rgbgen identity
			tcGen environment
		}

		{
			map $lightmap
			blendFunc GL_dst_color GL_zero
			rgbgen identity		
		}
	}