Game Development Reference
In-Depth Information
$ find -name "*.[ch]" | xargs wc -l
1058 ./client/adivtab.h
181 ./client/anorms.h
81 ./client/asm_i386.h
123 ./client/block16.h
124 ./client/block8.h
26 ./client/cdaudio.h
584 ./client/client.h
650 ./client/cl_cin.c
1543 ./client/cl_ents.c
2298 ./client/cl_fx.c
...
173666 total
$ ref_gl> wc -l *.[ch]
181 anorms.h
37 anormtab.h
416 gl_draw.c
1590 gl_image.c
729 gl_light.c
458 gl_local.h
...
1756 gl_rmain.c
248 gl_rmisc.c
1662 gl_rsurf.c
662 gl_warp.c
557 qgl.h
51 warpsin.h
10692 total
In the first part, you have about 180,000 total lines of code (including header files); this
includes almost 11,000 lines of code for the OpenGL renderer. I've estimated less than 2,000
lines of new code to make the engine Android-friendly. Thus, you can squeeze a tremendous
amount of work (that would have taken a small team of developers several months to
complete) into a project that a single guy can complete over a weekend.
Escaping the Shackles of the Java Heap
The Quake II engine is the perfect proof of concept for graphics rendering on a mobile
device. Written around 1998, it has the same hardware requirements as a modern
smartphone.
600 MHz processor with a powerful GPU
80MB RAM
You can actually still find the original Quake II web site at www.quake2.com/ .
40MB of disk (for the shareware version), or 100MB for retail
 
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