Entries in section: 104
Shown entries: 1-30
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Three Years of Development: What have I learned?
2026-03-26 0 57
Three Years of Development: What have I learned?

A reflect on the three-year development journey of Heptyl, mistakes I made and the future.

Critical Self-Evaluation in Game Art
2026-03-14 0 56
Critical Self-Evaluation in Game Art

How game artists can improve asset quality through self-criticism, proper production pipelines, strong references.

Introduction to BSP Trees
2026-03-07 0 98
Introduction to BSP Trees

Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.

Surface detection and Footsteps in Quake Engine
2026-03-06 0 118
Surface detection and Footsteps in Quake Engine

How to detect the surface under the player and play different footstep sounds depending on material.

Level Design for Action Games: From Blockout to Playable Experience
2026-03-01 0 95
Level Design for Action Games: From Blockout to Playable Experience

Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.

Exporting MD3 models with tags
2026-01-06 0 277
Exporting MD3 models with tags

A brief tutorial how to export MD3 model to use it in Quake engines.

Creating a driver for Windows: Part 1 - Introduction
2025-12-31 0 198
Creating a driver for Windows: Part 1 - Introduction

In this series of tutorials, I would like to explain how to write drivers for Windows: where to start, how the driver model works, and answer some of the most common questions in this area.

What is in-game unit? About Hammer Units
2025-10-30 0 661
What is in-game unit? About Hammer Units

I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation. Of course, this is true for most games, but the developer can change the proportions depending on what they are doing.

Finding Real IP Behind Cloudflare
2025-07-06 0 1331
Finding Real IP Behind Cloudflare

The guide explains ethical methods for discovering the real IP address of a website protected by Cloudflare, mainly for security research or misconfiguration auditing.

Understanding NAT and Firewalls
2025-07-04 0 389
Understanding NAT and Firewalls

A brief explanation of what NAT, DMZ are, how packet filtering works, and more.

How to Set Up a Quake (DarkPlaces) Server on a VPS
2025-07-04 0 508
How to Set Up a Quake (DarkPlaces) Server on a VPS

This guide will help you host your own Quake server using the DarkPlaces engine (e.g., Zircon) on a Linux VPS, and manage it with PM2, a powerful process manager.

How I setup my VPS servers
2025-07-04 0 400
How I setup my VPS servers

This guide walks you through the process of setting up a secure and optimized VPS using Apache, MySQL, PHP, and Cloudflare. It covers everything from system updates to security headers and performance enhancements. Of course, the information presente

Q3MAP2 Shader examples
2025-06-28 0 845
Q3MAP2 Shader examples

Example shader persets for Quake 3 mapping

 How to use TrenchBroom for Half-Life (Counter-Strike) mapping
2025-04-07 0 2163
How to use TrenchBroom for Half-Life (Counter-Strike) mapping

Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.

How to hide Apache and PHP versions
2025-04-06 0 531
How to hide Apache and PHP versions

Hiding Apache and PHP versions is a basic security step in protecting your server.

How to setup swap file on Linux Server
2025-04-06 0 377
How to setup swap file on Linux Server

Linux Swap File Setup

Q3MAP2 Warnings and errors
2024-12-23 0 926
Q3MAP2 Warnings and errors

How to fix most common probles with q3map2

Quake DarkPlaces console variables (CVARs) and commands (CMDs)
2023-07-14 0 6156
Quake DarkPlaces console variables (CVARs) and commands (CMDs)

List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.

How to compile DarkPlaces engine in Visual Studio
2023-07-13 0 1359
How to compile DarkPlaces engine in Visual Studio

How to compile DarkPlaces engine in Visual Studio for your game (Windows).

DPM Wizard (Converting half-life models to MD3 or DPM)
2023-07-13 0 876
DPM Wizard (Converting half-life models to MD3 or DPM)

How to convert Valve SMD to MD3 or DPM using DPM Wizzard

How to make PS1 pixelated style graphics in DarkPlaces/FTEQW
2023-07-13 0 1294
How to make PS1 pixelated style graphics in DarkPlaces/FTEQW

Old school shooters are always associated with pixelated low res textures and low-poly models. Many game designers use them because they are so much easier to make and create a nostalgic atmosphere.

DarkPlaces weather effects (rain, snow, fog)
2023-07-13 0 1342
DarkPlaces weather effects (rain, snow, fog)

DarkPlaces has beautiful weather features such as rain, snow and fog.

DarkPlaces lighting #1 - Introduction
2023-07-13 0 962
DarkPlaces lighting #1 - Introduction

Lighting is one of the most important and influential elements in level design.

DarkPlaces lighting #2 - Lighting model
2023-07-13 0 1886
DarkPlaces lighting #2 - Lighting model

Darkplaces uses a variation of Phong shading as a default lighting model.

DarkPlaces lighting #3 - Lighting special effects
2023-07-13 0 658
DarkPlaces lighting #3 - Lighting special effects

This chapter contains references of various special effects hardcoded in light renderer.

How to use .TTF fonts in DarkPlaces
2023-07-13 0 753
How to use .TTF fonts in DarkPlaces

Want cool modern fonts and utf8 support in your Quake mod? Learn how to use True Type Font in DarkPlaces game engine.

Most common map compiler errors QBSP
2023-07-13 0 1267
Most common map compiler errors QBSP

List of most common warnings and errors you can get while compiling a map.

Creating a Skybox using Terragen
2023-07-13 0 839
Creating a Skybox using Terragen

This explains how to create your own skybox using Terragen.

Understanding MD3 Model tags (Attach object to model)
2023-07-13 0 1096
Understanding MD3 Model tags (Attach object to model)

Tags are some kind of local coordinate spaces, which are used to attach other models to them.

Quake model formats - Modeling for Quake
2023-07-13 0 2915
Quake model formats - Modeling for Quake

List of model formats that can be used for Quake Modding.

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