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This is the original C source code for the Quake game engine, a landmark first-person shooter engine from the 1990s. It is a retro game engine that renders 3D environments and processes player input in real time using CPU-based software rendering rather than GPU acceleration. The engine supports networked multiplayer gameplay over LAN or internet connections and is designed to be moddable, allowing users to create and run custom game modifications and levels. The engine's architecture includes a Binary Space Partition tree for efficient world geometry organization and visibility determination
Gopher-lua is a complete implementation of the Lua language and its standard libraries written natively in Go. It serves as an embedded scripting engine and virtual machine that allows Go applications to execute Lua scripts and exchange data between the host and the script environment. The project provides a bytecode compiler to transform source code into a binary format for faster execution. It enables deep integration between the two languages by allowing the registration of native Go functions to be called from scripts, and the invocation of script functions directly from Go. The engine c
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
This project is a C++ library and hardware driver designed to control Hub75 RGB LED panels using the GPIO pins of a Raspberry Pi. It functions as both a low-level panel controller and a graphics library for rendering visual content on low-resolution LED grids. The system distinguishes itself through a comprehensive set of hardware configuration tools, including custom pixel mapping, rotation, and mirroring to match physical display geometries. It supports multi-display chaining in both parallel and series configurations and provides a Python binding to expose the core C++ logic for hardware a
TIC-80 is a fantasy console platform and multi-language game engine that provides a virtual retro game development environment. It operates via a bytecode virtual machine that executes game logic within fixed memory and resolution constraints.
The main features of nesbox/tic-80 are: Fantasy Consoles, Bytecode Virtual Machines, Multi-Language Script Execution, Integrated Asset Editors, Animated Tilemap Rendering, Chiptune Audio Production, Game Logic Scripting, Real-time Input Processing.
Projects with overlapping indexed features include: id-software/quake — This is the original C source code for the Quake game engine, a landmark first-person shooter engine from the 1990s.… yuin/gopher-lua — Gopher-lua is a complete implementation of the Lua language and its standard libraries written natively in Go. It… godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… hzeller/rpi-rgb-led-matrix — This project is a C++ library and hardware driver designed to control Hub75 RGB LED panels using the GPIO pins of a… luau-lang/luau — Luau is a high-performance programming language evolved from Lua 5.1. It consists of a bytecode virtual machine, an… tencent/puerts — Puerts is a TypeScript runtime embedder and game engine scripting framework designed to integrate dynamic languages…