{"id":17306715,"url":"https://github.com/klaussilveira/flquake","last_synced_at":"2025-06-30T14:08:24.257Z","repository":{"id":66354548,"uuid":"1689632","full_name":"klaussilveira/flQuake","owner":"klaussilveira","description":"flQuake is a Quake port for the Flash platform with a fancy renderer","archived":false,"fork":false,"pushed_at":"2011-05-02T01:07:36.000Z","size":15140,"stargazers_count":6,"open_issues_count":0,"forks_count":2,"subscribers_count":2,"default_branch":"master","last_synced_at":"2025-04-07T03:25:30.849Z","etag":null,"topics":["flash","quake"],"latest_commit_sha":null,"homepage":"","language":"C","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"gpl-2.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/klaussilveira.png","metadata":{"files":{"readme":"README.markdown","changelog":null,"contributing":null,"funding":null,"license":"LICENSE.txt","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null}},"created_at":"2011-05-02T01:02:33.000Z","updated_at":"2024-04-05T19:15:10.000Z","dependencies_parsed_at":"2023-02-20T02:45:37.206Z","dependency_job_id":null,"html_url":"https://github.com/klaussilveira/flQuake","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/klaussilveira/flQuake","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/klaussilveira%2FflQuake","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/klaussilveira%2FflQuake/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/klaussilveira%2FflQuake/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/klaussilveira%2FflQuake/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/klaussilveira","download_url":"https://codeload.github.com/klaussilveira/flQuake/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/klaussilveira%2FflQuake/sbom","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":262788729,"owners_count":23364398,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["flash","quake"],"created_at":"2024-10-15T11:59:11.190Z","updated_at":"2025-06-30T14:08:24.228Z","avatar_url":"https://github.com/klaussilveira.png","language":"C","funding_links":[],"categories":[],"sub_categories":[],"readme":"# flQuake\nflQuake is a Quake port for the Flash platform. It was based on the Makaqu codebase, a heavily modified Quake engine by Manoel Kasimier. I decided to base flQuake on Makaqu due to the familiarity with the engine when i used to work with Dreamcast homebrew. flQuake has been, so far, an adventure for me, and a pretty exciting one. It uses only the original software renderer and all modifications have been made on top of it.\n\n## Features\n* Bilinear texture filtering\n* Support for the Half-Life BSP format (BSP version 30)\n* Support for Half-Life WAD3 and true-color textures (embedded in BSP only)\n\n## Authors and contributors\n* [id Software](http://www.idsoftware.com) (Creators of Quake)\n* [Klaus Silveira](http://www.klaussilveira.com) (Creator, developer)\n* Michael Rennie (Original Flash port of Quake)\n* Manoel Kasimier (Makaqu engine, based on Quake)\n\n## License\n[GNU General Public License, version 2](http://www.gnu.org/licenses/gpl-2.0.html)\n\n## Roadmap\n* Improve Half-Life BSP support\n* Transparent textures\n\n## Status\nI'm still working with flQuake, but not as much as before. There are some bugs i need to fix and tons of things to improve. I still need to make the engine run at some decent speeds and clean the codebase, because honestly, it's a mess.\n\n## Todo\n* Fix the Windows/Linux build\n* Fix weird particle problems\n* Fix weird texture problems (specially skies)\n* Fix transparency issues\n* Clean the codebase from Dreamcast particularities, such as input (this might speed things a little bit)\n* Clean the code base from everything that's not needed or doesn't work as expected\n* Comment the code: not only the changes, but the entire engine. Always wanted to do this!\n\n## Compiling\nYou'll need [Adobe Flex](http://www.adobe.com/products/flex/), [Adobe Alchemy](http://labs.adobe.com/technologies/alchemy/) and [Flash Develop](http://www.flashdevelop.org/) to build flQuake. Familiarity with Adobe Alchemy is a minimum requirement. Oh, and it's a real pain in the ass to setup Alchemy on Windows, so, use Linux for this.\n\n## Thanks\n* id Software for creating Quake, and most importantly, releasing it's code under the GPL\n* Michael Rennie for his Flash port of WinQuake\n* Manoel Kasimier for Makaqu\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fklaussilveira%2Fflquake","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fklaussilveira%2Fflquake","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fklaussilveira%2Fflquake/lists"}