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id-Software/Quake-III-Arena

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Quake III Arena GPL Source Release

38 mentions on Hacker News by 36 people: 3 stories, 35 comments · first 2012-02-01 · latest 2026-10-15

Mentions per year 38 mentions · busiest year 2018 (8)
20082026
  1. …hunk" temporary data. Search for "hunk" in this source file to see the implementation [1]. [1] https://github.com/id-Software/Quake-III-Arena/blob/master/c...
    comment by hgs3 · 2026-10-15 · in The Double Headed Stack Allocator
  2. Quake III Arena was released in 1999. It was open-sourced in 2005. https://github.com/id-Software/Quake-III-Arena https://en.wikipedia.org/wiki/Id_Tech_3 (from the source release you can see benreesman remembered right: it was lcc)
    comment by wging · 2025-07-11 · in Jank is C++
  3. To save everyone a lot of time and OP some money, here is https://github.com/id-Software/Quake-III-Arena diagrammed: https://gitdiagram.com/id-Software/Quake-III-Arena https://imgur.com/a/gwoabtk Clicking on any box takes you directly to…
  4. …and the closest I’ve found so far is ID’s cl_input.c [0] (used in quake, half life, etc.) [0] https://github.com/id-Software/Quake-III-Arena/blob/master/c...
  5. …certainly copyrightable in themselves. https://x.com/StefanKarpinski/status/1410971061181681674 https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1... However a twitter post on its own isn't evidence a court will accept. You would…
  6. It exists in the Q3A code: https://github.com/id-Software/Quake-III-arena/blob/master/c...
  7. You mean this code? https://archive.softwareheritage.org/browse/content/sha1_git... Do you see that notice at the top of the file? It says: == This file is part of Quake III Arena source code. Quake III Arena source code is free software;…
  8. Also related: Quake III fast inverse square root[1]. [1]: https://github.com/id-Software/Quake-III-Arena/blob/master/c...
    comment by delta_p_delta_x · 2022-12-07 · in Fast midpoint between two integers without overflow
  9. …I am very grateful for the experience and that ID decided to release the code as open source. [1] https://github.com/id-Software/Quake-III-Arena
    comment by arendtio · 2022-11-28 · in Everything I wish I knew when learning C
  10. https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1... 561 i = 0x5f3759df - ( i >> 1 ); // what the fuck?
    comment by Jimmc414 · 2021-10-01 · in Fast Inverse Square Root
  11. …described in the article. [0] https://en.wikipedia.org/wiki/Fast_inverse_square_root#Alias... [1] https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1...
    comment by MontyCarloHall · 2021-08-22 · in One does not simply calculate the absolute value
  12. Look at all the instances of "next" in this file: https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1...
  13. …https://news.ycombinator.com/item?id=27710287 ) is covered under GPL which is source available (see https://github.com/id-Software/Quake-III-Arena/blob/master/c... )
  14. From the GPLv2 licensed code: https://github.com/id-Software/Quake-III-Arena/blob/master/c... copilot repeats it word for word almost, including comments, and adds an MIT like license up the top
  15. Quake III is always fun reading: https://github.com/id-Software/Quake-III-Arena
    comment by mrmrcoleman · 2020-10-28 · in Ask HN: Good C++ code bases to read?
  16. …The assets are a different problem. You can use the code without the assets and vice-versa. [1] https://github.com/id-Software/Quake-III-Arena/blob/master/C...
  17. With some healthy spoonfuls of caveats, Quake 3 ( https://github.com/id-Software/Quake-III-Arena ). Skipped a lot of classes back in the day ripping that one apart and piecing it back together again.
  18. Here is the famed "Fast Inverse Square Root" trick: https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1... https://en.wikipedia.org/wiki/Fast_inverse_square_root
    comment by ddtaylor · 2018-06-13 · in Id Software
  19. Funny that somebody tried to submit a pull request for merging IoQuake 3 with the original sources: https://github.com/id-Software/Quake-III-Arena/pull/3
    comment by Yuioup · 2018-06-13 · in Id Software
  20. A random thing I just remembered: https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1... They implemented adaptive huffman coding but ironically only use it during static initialization, feeding it with static data (see the defn…
    comment by jacobparker · 2018-04-17 · in Quake III Arena GPL Source Release (2012)
  21. …objective if you're controlling the objectives. Here's my counter-example. Go here in a browser: https://github.com/id-Software/Quake-III-Arena/blob/master/c... Note that the use of tabs has caused un-alignment. You've claimed that tab…
    comment by recursive · 2018-04-17 · in Quake III Arena GPL Source Release (2012)
  22. example: https://github.com/id-Software/Quake-III-Arena/blob/master/c...
    comment by zorkw4rg · 2018-04-17 · in Quake III Arena GPL Source Release (2012)
  23. …this in github always reminds me why I prefer spaces over tabs, look at all that broken alignment: https://github.com/id-Software/Quake-III-Arena/blob/master/c...
    comment by zorkw4rg · 2018-04-17 · in Quake III Arena GPL Source Release (2012)
  24. And it is still there: https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb1... More info: https://en.wikipedia.org/wiki/Fast_inverse_square_root
  25. …are used. Check out the tests in the Quake3 Source Code. It is a shining example for sure. https://github.com/id-Software/Quake-III-Arena
  26. Here you go: https://github.com/id-Software/Quake-III-Arena
  27. …All Unity did was lower the bar to entry. Take a look at Quake III, in bg_pmove.c PM_Accelerate https://github.com/id-Software/Quake-III-Arena/blob/master/c... This is the code that translates player input into acceleration for the physics…
    comment by dietrichepp · 2016-10-05 · in Writing for Half-Life
  28. …(look especially at how the game engine is separated and traps the syscalls made by the game logic: https://github.com/id-Software/Quake-III-Arena The Linux kernel has some expert-level macro usage and organization as well. ~ I've cited a…
  29. …e.g. the Quake 3 engine is probably as well optimized as you can make it and is about 300K LOC: https://github.com/id-Software/Quake-III-Arena
    comment by dtech · 2014-03-15 · in Apache Removed from OpenBSD Base
  30. https://github.com/id-Software/Quake-III-Arena
    comment by adamnemecek · 2013-05-12 · in The C++ Programming Language (4th Edition)
  31. …__linux__ 568 assert( !isnan(y) ); // bk010122 - FPE? 569 #endif 570 #endif 571 return y; 572 } [1] https://github.com/id-Software/Quake-III-Arena/blob/master/c... [2] https://en.wikipedia.org/wiki/Fast_inverse_square_root
    comment by Arjuna · 2013-04-25 · in What Makes Code Hard to Understand?
  32. …idea here. Consider Quake 3 (possibly one the most widely-abused codebases for games in the world): https://github.com/id-Software/Quake-III-Arena/tree/master/c... Their codebase has smart things implemented smartly, dumb things…
    comment by angersock · 2013-03-29 · in Code May Work, But It Still Might Suck
  33. …iirc), it's probably 99% pure C code so I don't think it can be labeled as being written in C++ . https://github.com/id-Software/Quake-III-Arena
    comment by gillianseed · 2013-01-11 · in The Unreasonable Effectiveness of C
  34. …out their source code[1]. [0] http://wiki.ioquake3.org/Getting_the_most_from_Quake3_C#No_M... [1] https://github.com/id-Software/Quake-III-Arena
    comment by qxcv · 2012-12-27 · in New school C
  35. Here's a link to the infamous fast inverse square root function: https://github.com/id-Software/Quake-III-Arena/blob/master/c...