Difference between revisions of "Academic Articles"
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== Engine == | == Engine == | ||
+ | * [http://www.gamers.org/dEngine/q3suggest/ Quake 3 Suggestions] (Suggestions for the Quake 3 engine directed at id software in 1998). | ||
* [http://caia.swin.edu.au/reports/110209A/CAIA-TR-110209A.pdf Quake III Arena Game Structures] | * [http://caia.swin.edu.au/reports/110209A/CAIA-TR-110209A.pdf Quake III Arena Game Structures] | ||
*[https://www.ssugames.org/pluginfile.php/1026/mod_resource/content/1/2005_sbgames.pdf Real Time Game Loop Models for Single-Player Computer Games] | *[https://www.ssugames.org/pluginfile.php/1026/mod_resource/content/1/2005_sbgames.pdf Real Time Game Loop Models for Single-Player Computer Games] | ||
* [http://pvs.uni-muenster.de/pvs/forschung/edutain/material/From_a_Single-to_Multi-Server_Online_Game_A_Quake_3_Case_Study_Using_RTF_author-prepared.pdf From a Single- to Multi-Server Online Game: A Quake 3 Case Study Using RTF] and [http://pvs.uni-muenster.de/pvs/forschung/edutain/material/ further information]. | * [http://pvs.uni-muenster.de/pvs/forschung/edutain/material/From_a_Single-to_Multi-Server_Online_Game_A_Quake_3_Case_Study_Using_RTF_author-prepared.pdf From a Single- to Multi-Server Online Game: A Quake 3 Case Study Using RTF] and [http://pvs.uni-muenster.de/pvs/forschung/edutain/material/ further information]. | ||
+ | * [http://www.gamers.org/dEngine/quake3/UQ3S Unofficial Quake3: Arena Specs] | ||
=== Fast Inverse Square Root === | === Fast Inverse Square Root === |
Revision as of 09:23, 18 April 2012
Academic Articles & Papers on the Quake 3 / ioQuake3 engines:
Contents
Engine
- Quake 3 Suggestions (Suggestions for the Quake 3 engine directed at id software in 1998).
- Quake III Arena Game Structures
- Real Time Game Loop Models for Single-Player Computer Games
- From a Single- to Multi-Server Online Game: A Quake 3 Case Study Using RTF and further information.
- Unofficial Quake3: Arena Specs
Fast Inverse Square Root
- Magical Square Root Implementation In Quake III
- Understanding Quake's Fast Inverse Square Root
- FAST INVERSE SQUARE ROOT
- Fast Inverse Square Root (Revisited)
- Wikipedia Article
Bot AI
- The Quake III Arena Bot and via archive.org.
- Motion Coordination in the Quake 3 Arena Environment: a Field-based Approach
- Evolutionary Neural Networks for Non-Player Characters in Quake III
- Using genetic algorithms to evolve a Quake 3 bot
- Analyzing the AI Bot Library from the Quake 3 Source Code
Models
Maps
Network
- Quake III 1.32 net information protocol 0.1.1
- An Experimental Estimation of Latency Sensitivity In Multiplayer Quake 3
- Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization
- Empirically Measuring the QoS Sensitivity of Interactive Online Game Players
- Quake 3 packet inter-arrival and length over the internet