Effectively immediately ioquake3 will be dropping the established rendering path of OpenGL and moving directly into the future of gaming, rendering through a text editor. We realize this decision may come as shocking to some, but with increased competition from browser-based games like id software’s Quake Live, we must compete on a whole new level.

So, I have started by creating an SVN branch for the new rendering conduit and all support for OpenGL rendering will be dropped along with LibSDL support. We’re especially happy about dropping LibSDL support since we realize that everyone who has used our LibSDL version of Icculus Quake has hated the mouse responsiveness and the way it inserts DRM into the rendering channel. Eliminating that kind of drama will really set the project free.

Therefor, I present to you, the gaming public, and screaming Icculus Quake 3 fanboys, VI-OQUAKE3:

(screen shot after the break)


11 Replies to “vi-oquake3”

  1. I know it’s just an April Fools joke, but the idea doesn’t look as stupid as it seem (at least for me). I don’t know how smooth would be the gameplay, but playing q3, without 3D gfx acceleration, better than that, no 3D gfx at all, would be very cool 😀 All those old MUD games could hide in shame when compared to this 😉 Really, the only thing that doesn’t look too convincing in this screenshot is that text is unreadable 😛 Simplifying a few things would let the hud look more readable. The rest looks just sweet 🙂
    This idea (even as a joke) isn’t really that stupid, especially compared to a Quake2 engine modification known as “Quake II AbSIRD” (should be “Quake II AbSURD” ;P ), which is totally unplayable, cuz no matter how hard I try, I can’t see a damn thing 😛

  2. You’re making a huge mistake supporint rendering in vi. Emacs is clearly the superior rendering engine. And NO UNICODE! Keep it straight ASCII or you’re be hearing from me on Slashdot.

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