451 karma · joined November 20, 2017
Not everyone is a healthy 20 year old.
https://github.com/kduske/TrenchBroom
There's plenty of good content here:
http://forum.tastyspleen.net/quake/index.php?topic=21859.0
http://maps.rcmd.org/tutorials/
Map compiling and texture tools are included in the engine code:
https://github.com/klaussilveira/qengine/tree/master/src/too...
The Quake community is awesome: https://quakewiki.org/wiki/Mapping_tutorials
https://github.com/leilei-/Engoo
Both are Q1 though. However, the gray-ish/brown-ish look is entirely dependent on the color palette that you chose to use in your game. You have 256 colors to choose from, and with the 256x320 colormap, you get 64 shades of each.
The game code is very well separated from the engine, and qengine already removes a lot of non-generic game code from Q2. So all you have to do is delete a little bit more, write some glue code to tie in Lua, and you can write the entire game logic in a separate codebase, with a separate license. Also, you get moddability.
http://fabiensanglard.net/quake2/quake2_software_renderer.ph...
You can create your own palette using the included pcx2pal: https://github.com/klaussilveira/qengine/blob/master/src/too...
After that, you might want to generate the colormap: https://github.com/klaussilveira/qengine/blob/master/src/too...
If you enjoy the code of Q2, but also would like more modern rendering, I highly recommend quake2xp from Barnes: https://www.moddb.com/mods/quake-2-xp
Yamagi is the gold standard for all Q2 engines: https://github.com/yquake2/yquake2
And some art help: http://maps.rcmd.org/tutorials/q2_palette_textures/
Migrations are, of course, a possible solutions, but I'm yet to see a decent toolset for managing schema changes.
https://martinfowler.com/articles/evodb.html
http://www.jeremyjarrell.com/using-flyway-db-with-distribute...
With the browser, you're just adding another abstraction layer that has even more complexity. WebGL is far for a decent spec. And we're talking just graphics, as I mentioned before, audio and networking have tons of unstable and untested code.
Multimedia programming is already hard on native environments. I don't see the web being a friendly environment anytime soon. There's no silver bullet, "code once, run anywhere" for games and multimedia.