Compare 16-unit, targeted 8-unit, and global 8-unit Q3Map2 lightmaps with measured BSP and atlas sizes from an FTEQW test map.
Animate a Quake material with four frames, UV scrolling, and a lightmap stage. Includes original texture frames and an FTEQW test capture.
Build a layered gunshot impact with sparks and smoke in DarkPlaces, then try the same effectinfo file in FTEQW.
Build a PK3 for DarkPlaces, learn which copy of a file wins, and verify the result with the engine's which command.
Learn how Q3Map2 builds visibility portals, where a hint brush can help, and how to verify the result in a compiled map.
A reflect on the three-year development journey of Heptyl, mistakes I made and the future.
How game artists can improve asset quality through self-criticism, proper production pipelines, strong references.
Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.
How to detect the surface under the player and play different footstep sounds depending on material.
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.
A brief tutorial how to export MD3 model to use it in Quake engines.
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.
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.
The guide explains ethical methods for discovering the real IP address of a website protected by Cloudflare, mainly for security research or misconfiguration auditing.
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
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.
A brief explanation of what NAT, DMZ are, how packet filtering works, and more.
Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.
Hiding Apache and PHP versions is a basic security step in protecting your server.
List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.
List of most common warnings and errors you can get while compiling a map.
How to compile DarkPlaces engine in Visual Studio for your game (Windows).
Want cool modern fonts and utf8 support in your Quake mod? Learn how to use True Type Font in DarkPlaces game engine.
Darkplaces uses a variation of Phong shading as a default lighting model.
Lighting is one of the most important and influential elements in level design.
How to convert Valve SMD to MD3 or DPM using DPM Wizzard
This chapter contains references of various special effects hardcoded in light renderer.

























