QuakeC
QuakeC is a compiled language developed in 1996 by John Carmack of id Software to program parts of the video game "Quake". Using QuakeC, a programmer is able to customize "Quake" to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level. The "Quake" engine was the only game engine to use QuakeC. Following engines used DLL game modules for customization written in C, and C++ from id Tech  4 on. Overview. The QuakeC source to the original id Software "Quake" game logic was published in 1996 and used as the basis for modifications like capture the flag and others. QuakeC source code is compiled using a tool called qcc into a bytecode kept in a file called . The programmers of "Quake" modifications could then publish their bytecode without revealing their source code. Most "Quake" mods were published this way. QuakeC allowed the "Quake" engine to dominate the direction of the first-person shooter genre. Thanks to Carmack's idea of extending video game life by adding unlimited  expandability (extensibility already played a big role in "Doom"), an enormous Internet community of gamers and programmers alike has arisen and many modern multiplayer games are extensible in some form. QuakeC is known as interpreted because as "Quake" runs, it is continually interpreting the progs.dat file. Limitations and subsequent solutions. The syntax of QuakeC is based on that of the C programming language, explaining its name, but it does not support the implementation of new types, structures, arrays, or any kind of referencing other than the "entity" type (which is always a reference). QuakeC also suffers from the fact that  many built-in functions (functions prototyped in the QuakeC code but actually defined within the game engine and written in C) return strings in a temporary string buffer, which can only hold one string at any given time. In other words, a construct such as will fail because the second call to codice_2 (which converts a floating-point value to a string) overwrites the string returned by the first call before SomeFunction can do something with it. QuakeC does not contain any string handling functions or file handling functions, which were simply not needed by the original game. Most video  games at the time had their game logic written in plain C/C++ and compiled into the executable, which is faster. However, this makes it harder for the community to create mods and it makes the process of porting the game to another platform (such as Linux) more costly. Despite its advantages, the choice of implementing game logic using a custom scripting language and interpreter was dropped from the next generation Quake II engine in favor of compiled C code due to the overall inflexibility of QuakeC, the increasingly complex game logic, the performance to be gained by packaging game  logic into a native dynamic link library, and the advantage of leveraging an already established programming language's community, tools, educational materials, and documentation. Distributing native code created new security and portability concerns. QuakeC bytecode afforded little opportunity for mischief, while native code has access to the whole machine. QuakeC bytecode also worked on any machine that could run Quake. Compiling to native code added an additional barrier to entry for novice mod developers, because they were being asked to set up a more complicated programming environment. The eventual solution, implemented by the Quake III engine, was to combine the  advantages of original QuakeC with the advantages of compiling C to native code. The lcc C compiler was extended to compile standard C into bytecode, which could be interpreted by a virtual machine in a manner similar to QuakeC. This addressed the security, portability, and tool chain problems, but lost the performance advantage of native code. That was solved by further compiling the bytecode into native code at run time on supported machines. Modified compilers and language extensions. A decompiler and a recompiler were released by Armin Rigo (called codice_3 and codice_4 respectively). These programs were made through the process  of reverse engineering, and were most likely published before the release of codice_5. id Software released the source of codice_5, their QuakeC compiler, along with the original QuakeC code in 1996. Modified versions soon sprung up, including Jonathan Roy's codice_7 and Ryan "FrikaC" Smith's FrikQCC. These added functionality, optimizations, and compiling speed boosts. In 1999, when id Software released the code from Quake's engine under the GNU General Public License (GPL), the workings of the bytecode interpreter were examined and new QuakeC compilers were released, such as J.P. Grossman's codice_8 and a new version  of FrikQCC. These compilers took advantage of newly discovered features in a backwards-compatible way so that the bytecode could still be properly interpreted by unmodified Quake engines. New features include arrays, pointers, integers, for loops and string manipulation. With the "Quake" engine source code now able to be changed, further features were added to QuakeC in the form of new built-in functions. Features long yearned for by QuakeC coders finally reached realization as QuakeC now had file and string handling functions, enlarged string buffers, more math functions, and so on. However, programmers taking advantage of these changes lost  backwards compatibility with the unmodified Quake engine. "Xonotic" since version 0.7 uses the gmqcc compiler. Client Side QuakeC. Some enhanced Quake engines (notably Darkplaces and FTEQW) have support for an extension of regular QuakeC (now commonly referred to as Server Side QuakeC) that allows client side only scripting of the Quake engine. This is especially useful for GUIs, HUDs and any visually heavy effects that do not need to be simulated on the server and transferred over the network.