Kristoffer Marc Getchell Phd Thesis

Total Page:16

File Type:pdf, Size:1020Kb

Kristoffer Marc Getchell Phd Thesis ENABLING EXPLORATORY LEARNING THROUGH VIRTUAL FIELDWORK Kristoffer Marc Getchell A Thesis Submitted for the Degree of PhD at the University of St. Andrews 2010 Full metadata for this item is available in the St Andrews Digital Research Repository at: https://research-repository.st-andrews.ac.uk/ Please use this identifier to cite or link to this item: http://hdl.handle.net/10023/923 This item is protected by original copyright 1 Enabling Exploratory Learning Through Virtual Fieldwork Kristoffer Marc Getchell A dissertation submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy of the University of St Andrews May 2009 School of Computer Science University of St Andrews St Andrews, FIFE KY16 9SX 1 Abstract This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with a series of dynamic challenges with which they engage until such time as they have shown a certain level of competence. Once a series of domain specific objectives have been met, users are able to progress forward to the next level of the simulation. Through the use of Internet and 3D visualisation technologies, an excavation simulator has been developed which provides the opportunity for students to engage in a virtual excavation project, applying their knowledge and reflecting on the outcomes of their decisions. The excavation simulator enhances the student learning experience by providing opportunities for students to engage with the archaeological excavation process in a customisable, virtual environment. Not only does this provide students with an opportunity to put some of the theories they are familiar with into practice, but it also allows for archaeology courses to place a greater emphasis on the practical application of knowledge that occurs during the excavation process. Laconia Acropolis Virtual Archaeology (LAVA) is a co-operative exploratory learning environment that addresses the need for students to engage with archaeological excavation scenarios. By leveraging the immersive nature of gaming technologies and 3D multi-user virtual environments (MUVEs), LAVA facilitates the adoption of exploratory learning practices in environments which have previously been inaccessible due to barriers of space, time or cost. i Acknowledgements I would never have completed this work, and the dissertation chronicling it without the help, support and guidance of many people. Amongst the masses, the following people deserve a special mention: • Dr Alan Miller and Dr Colin Allison, my supervisors. Your assistance throughout this PhD has been invaluable. Without your advice, support and encouragement I would not have got this far. Thank you for your willingness read my work right down to the last minute. • Dr Alan Miller and Dr Rebecca Sweetman for coming up with the idea for this work and providing the enthusiasm and resources required to make it possible. • Everyone who has been involved in LAVA: Ross, Sarah, Jeremy, Vicky, Ruth, and Clare. • My current and past office mates: Tommy, Iain, Ying, Ittipong, and David. You have put up with a lot and always with good grace. I was certainly kept entertained and I hope you were too…though I don’t think I’ll play backgammon again! • My friends, both here and over there. You have offered light relief and many a distraction when one was called for. You all know who you are, but Richard, David, Alan and Andy deserve a special mention. • My family who’ve put up with the perpetual excuses for having not yet submitted and given me perfect opportunities to escape for a breather every now and then. • Wendy, my mum, for her unfailing support and encouragement when I’ve needed it most…even if I have rung during tea or when it’s otherwise inconvenient. Thanks for being there. • Finally, and most of all, I would like to thank Rachel. You have been wonderful. You’ve kept me going and had faith in me throughout this process. Your proof reading and crash courses in the use of colons and semicolons in the final hours was invaluable. You’ve taken my mind off things and put up with a lot. Thank you! Without all of these people this dissertation, funded by an EPSRC Studentship grant would not have been written. ii Note on References Due to the nature of the gaming industry and computing community in general, several of the sources referred to in this dissertation exist only on the World Wide Web. All Universal Resource Identifiers (URIs) have been checked, but their longevity cannot be guaranteed. Where appropriate the bibliographic references contain a date of citation (As recommended by BS ISO standard 690-2 [1]) that indicates when the URI of the source in question was checked and found to be functioning correctly. Where appropriate and allowed by copyright laws, PDF copies of all URIs referenced have been produced and are available for public download from: http://phdlinks.getchell.co.uk/. iii Declarations I, Kristoffer Marc Getchell, hereby certify that this thesis, which is approximately 79,995 words in length, has been written by me, that it is the record of work carried out by me and that it has not been submitted in any previous application for a higher degree. I was admitted as a research student in September 2004 and as a candidate for the degree of Doctor of Philosophy in September 2005; the higher study for which this is a record was carried out in the University of St Andrews between 2004 and 2009. Date ________________ Signature of Candidate ___________________________________________ I hereby certify that the candidate has fulfilled the conditions of the Resolution and Regulations appropriate for the degree of Doctor of Philosophy in the University of St Andrews and that the candidate is qualified to submit this thesis in application for that degree. Date ________________ Signature of Supervisor __________________________________________ In submitting this thesis to the University of St Andrews I understand that I am giving permission for it to be made available for use in accordance with the regulations of the University Library for the time being in force, subject to any copyright vested in the work not being affected thereby. I also understand that the title and the abstract will be published, and that a copy of the work may be made and supplied to any bona fide library or research worker, that my thesis will be electronically accessible for personal or research use unless exempt by award of an embargo as requested below, and that the library has the right to migrate my thesis into new electronic forms as required to ensure continued access to the thesis. I have obtained any third-party copyright permissions that may be required in order to allow such access and migration, or have requested the appropriate embargo below. The following is an agreed request by candidate and supervisor regarding the electronic publication of this thesis: (i) Access to printed copy and electronic publication of thesis through the University of St Andrews. Date ________________ Signature of Candidate ___________________________________________ Date ________________ Signature of Supervisor __________________________________________ iv Contents Chapter 1 – Introduction .......................................................................................................................1 1.1 Introduction ................................................................................................................................1 1.2 Overview of LAVA....................................................................................................................2 1.2.1 Introduction .....................................................................................................................2 1.2.2 The Student Experience...................................................................................................3 1.2.3 System Architecture.........................................................................................................7 1.2.4 The 3D Environment .......................................................................................................8 1.3 Dissertation Roadmap...............................................................................................................11 1.4 Chapter Summary.....................................................................................................................13 Chapter 2 – Research Context and Design Motivation .....................................................................14 2.1 Introduction ..............................................................................................................................14 2.2 Learning as a Process ...............................................................................................................16 2.2.1 Bloom’s Taxonomy of Learning; Encouraging Educationally Positive Behaviours .....19 2.2.2 Anderson’s Updates to Bloom’s Taxonomy; Relevance for the 21st Century ...............21 2.2.3 Impact on LAVA Development.....................................................................................23
Recommended publications
  • Computer Game Mods, Modders, Modding, and the Mod Scene
    Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders.
    [Show full text]
  • GWT + HTML5 Can Do What? (Google I/O 2010)
    GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace
    [Show full text]
  • Open Arena Aimbot Download
    Open Arena Aimbot Download 1 / 4 Open Arena Aimbot Download 2 / 4 3 / 4 Rule the arena with Wallhax's Quake Champions hack! Decimate your opponents on every map with our deadly bone aimbot for easy frags, combined with our .... Open Arena Aimbot Download http://urllio.com/y8mbk 4f22b66579 23 Apr 2016 . Download the game here: Features: ESP & Aimbot Features not included: .... https://www.youtube.com/watch?v=O0ivDI32rTc Download the game here: https://href.li/?http://www.openarena.ws/download.php?list.61 .... Open Arena Internal Multi Hack. master. Having trouble showing that directory. Normally, you'd see the directory here, but something didn't go right. Try again .... You can download the free aimbot source code in the link listed below. OpenArena is a Quake3 engine video .... A framework for basic hacks including aimbot & ESP, OpenGL Drawing and more - GH-Rake/AssaultCube-Hack-Framework. ... Clone or download ... Started External Assault Cube aimbot, went internal with it, then ported it to OpenArena, now .... So, OpenArena supports mods, like the game on which it is based. ... Usually, you will download a mod inside a single compressed file (like ".zip", ".rar", ".7z". ... take an existing mod created by someone else and add "brightskins" -an hack that .... I just downloaded it from the repositories. ... OpenArena was fun, I used to play Urban Terror online as well, I was fairly good. (I am the guy ... The 95th Rifles were mostly OK, but Nitroservers was full of aimbots and wallhacks.. Download now and get instant access when you become a new VIP member. Features include ESP, 360 degree Aimbot, Wallhack, Nametags, Distance, ..
    [Show full text]
  • Untitled Project: a Cross-Disciplinary Investigation of Jodi's Untitled Game
    UNTITLED PROJECT: A CROSS-DISCIPLINARY INVESTIGATION OF JODI’S UNTITLED GaME 1. INTRODUCTION 2. METHOD void() movetarget_f= { Untitled Game (1996 – 2011) is an artwork comprised of fourteen small software programs with an if (!self.targetname) Untitled Game was widely distributed through the website and by cd-rom and would have been historically objerror (“monster_movetarget: no target- accompanying website, untitled-game.org. These programs were developed in the mid to late-1990s and name”); viewed with varying combinations of operating systems and hardware components. The possible computer released on cd-rom in 2001 by the Belgian-Dutch artist duo JODI. The website, also launched in 2001, houses self.solid = SOLID_TRIGGER; configurations, however, would have been limited by the fact thatUntitled Game is configured to run on a self.touch = t_movetarget; the Untitled Game program files for download and additionally serves to document the underlying code of the setsize (self, ‘-8 -8 -8’, ‘8 8 8’); restricted range of operating systems. Thus, despite the multiplicity of possible viewer experiences, Untitled software, as well as its file and directory structure. Each Untitled Game program is a different modification or }; Game contains a fixed temporal link that introduces an opportunity for technological obsolescence to affect “mod” of the commercial software Quake 1 (1996), a hugely popular video game that helped establish long- /*UNTITLED-GAME/D path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 access to the artwork. One compatible operating system, Mac OS9 (1999 – 2001), was used in this study to 8) standing conventions for the first-person shooter game genre.
    [Show full text]
  • ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
    ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding
    [Show full text]
  • Opengl the Java Way Let’S Look at How Opengl Graphics Are Done in Java
    For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. Contents at a Glance Contents .............................................................................................................. v About the Author ............................................................................................... xxi About the Technical Reviewers ....................................................................... xxii Acknowledgment ............................................................................................. xiii Introduction ..................................................................................................... xiii ■Chapter 1: Welcome to the World of the Little Green Robot ............................ 1 ■Chapter 2: Gaming Tricks for Phones or Tablets ........................................... 19 ■Chapter 3: More Gaming Tricks with OpenGL and JNI ................................... 59 ■Chapter 4: Efficient Graphics with OpenGL ES 2.0 ....................................... 113 ■Chapter 5: 3D Shooters for Doom ................................................................ 145 ■Chapter 6: 3D Shooters for Quake ............................................................... 193 ■Chapter 7: 3D Shooters for Quake II ............................................................. 233 ■Appendix: Deployment and Compilation Tips .............................................. 261 Index ..............................................................................................................
    [Show full text]
  • Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson
    ExtremeTech - Print Article 10/21/02 12:07 PM Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson We've come a very long way since the days of Doom. But that groundbreaking title wasn't just a great game, it also brought forth and popularized a new game-programming model: the game "engine." This modular, extensible and oh-so-tweakable design concept allowed gamers and programmers alike to hack into the game's core to create new games with new models, scenery, and sounds, or put a different twist on the existing game material. CounterStrike, Team Fortress, TacOps, Strike Force, and the wonderfully macabre Quake Soccer are among numerous new games created from existing game engines, with most using one of iD's Quake engines as their basis. click on image for full view TacOps and Strike Force both use the Unreal Tournament engine. In fact, the term "game engine" has come to be standard verbiage in gamers' conversations, but where does the engine end, and the game begin? And what exactly is going on behind the scenes to push all those pixels, play sounds, make monsters think and trigger game events? If you've ever pondered any of these questions, and want to know more about what makes games go, then you've come to the right place. What's in store is a deep, multi-part guided tour of the guts of game engines, with a particular focus on the Quake engines, since Raven Software (the company where I worked recently) has built several titles, Soldier of Fortune most notably, based on the Quake engine.
    [Show full text]
  • Quake III Arena This Page Intentionally Left Blank Focus on Mod Programming for Quake III Arena
    Focus on Mod Programming for Quake III Arena This page intentionally left blank Focus on Mod Programming for Quake III Arena Shawn Holmes © 2002 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or by any information stor- age or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo, top edge printing, and related trade dress are trade- marks of Premier Press, Inc. and may not be used without written permis- sion. All other trademarks are the property of their respective owners. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Managing Editor: Sandy Doell Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Editorial Assistant: Margaret Bauer Technical Reviewer: Robi Sen Technical Consultant: Jared Larson Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Design: Mike Tanamachi Indexer: Katherine Stimson Proofreader: Jennifer Davidson All trademarks are the property of their respective owners. Important: Premier Press cannot provide software support. Please contact the appro- priate software manufacturer’s technical support line or Web site for assistance. Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Premier Press from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information.
    [Show full text]
  • Who Put the Mod in Commodification? –
    Who put the mod in commodification? – A descriptive analysis of the First Person Shooter mod culture. David B. Nieborg [email protected] Http://GameSpace.nl April 2004 Index 1. Introduction 3 1.1 Methodology 3 2. Participatory Culture and Co-Created Media & Games 4 2.1 What makes a mod: an introduction 5 2.2 Am I Mod or Not? 6 2.3 Sorts of mods 7 3. ComMODdification of mod-culture: the industry is reaching out 8 3.1 The Unreal Universe 9 4. The Battlefield Universe: looking for trends within a mod-community 11 4.1 Battlefield: IP 12 4.2 Battlefield mods and original IP 13 4.3 Blurring boundaries? The case of Desert Combat 15 5. Extreme Modding (for Dummies) 15 5.1 Extremist (Right) modding 17 5.2 The Trend is death!? 19 6. Conclusion 19 7. Literature 20 8. Ludology 21 Appendix A 23 2 Title of expert video tutorials1 on making (software) modifications (or mods2) for UT2004. Who put the mod in commodification? – A descriptive analysis of the First Person The tutorials cover almost all areas of developing content for UT2004, starting with Shooter mod culture. level design, digging into making machinima, learning to make weapons, mutators, characters and vehicles3. Each area is divided into several sub-areas and than divided Author into several topics, resulting in more than 270 video tutorials. When NY Times David B. Nieborg journalist Marriot (2003) stated: “So far, mod makers say, there is no ‘Mod Making for Dummies’ book”, his statement was only partly true.
    [Show full text]
  • John Carmack Archive - Interviews
    John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research......................
    [Show full text]
  • Jogamp Fast Media & Processing
    JogAmp Fast Media & Processing Across devices – Desktop & Mobile SIGGRAPH 2013 – Anaheim July 24, 2013 Dominik Ströhlein Alan Sambol Erik Brayet Harvey Harrison Jens Hohmuth Rami Santina Julien Gouesse Sven Gothel Mark Raynsford Wade Walker Xerxes Ranby Info Slides and BOF Video will be made available on Jogamp.org. 10 Years ... ● 2003-06-06 GlueGen, JOGL, JOAL ● 2008-04-30 JOGL Release 1.1.1 ● 2009-07-24 JOCL ● 2009-11-09 Independent Project ● 2010-05-07 JogAmp Project Name, Server, .. ● 2010-11-23 JogAmp RC 2.0-rc1 ● 2013-07-17 JogAmp Release 2.0.2 … used by ● GLG2D, Java3D (Vzome, SweetHome3d, XTour), Jake2, ... ● JMonkey3, libGDX, Ardor3D, ... ● Catequisis, Ticket to Ride ● Nifty GUI, Graph, MyHMI, ... ● Jspatial, SciLab, GeoGebra, BioJava, WorldWind, FROG, jReality, Gephi, Jzy3D, dyn4J, Processing, JaamSim, C3D, ... Legacy GLG2D ● Problem: ● Traditional Java2D uses a CPU based rendering engine. ● Modern Java2D uses a hidden GPU based rendering engine. ●Replaces CPU Java2D rendering engine with painting using OpenGL. ● Accelerate the most common ways that applications use Java2D drawing. ● Uses the latest JogAmp JOGL libraries for the OpenGL implementation. GLG2D Legacy GLG2D ● Swing behaves exactly as before, except that it' being painted to an OpenGL canvas instead. GLG2D Legacy GLG2D – More Information ● Project Pages: ● Github: https://github.com/brandonborkholder/glg2d ● Homepage: http://brandonborkholder.github.io/glg2d/ GLG2D Legacy Java3D – I'm not Dead! ● Work underway as early as 1997 ● 1.5.2 released Feb2008, GPLv2 w/ classpath
    [Show full text]
  • Id Tech 3 Source Download
    Id tech 3 source download Rust Assembly Shell. Clone or download 3. This notice may not be removed or altered from any source distribution. MD4 Message-Digest Algorithm. Clone or download · The DOOM 3 source as it was released under the GPL license on Novembe 6 years If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite , Rockville. id Software. Richardson, TX Doom 3 GPL source release. C++ 1, 1, Return to Castle Wolfenstein Single Player GPL Source Release. C 80 ​Quake GPL Source Release · ​Doom 3 BFG Edition · ​DOOM Open Source Release. This is the combined source code for Quake III Arena and Quake III: Team Arena. It can be used Downloads id Tech 3 GPL Released Previously called the "QUAKE 3 Engine" and one of the most successful licensed engines in history, id Tech 3 was the engine used to create games such as Quake II Arena, Return to Castle Wolfenstein Keep your map sources safe with the SteamCloud storage. Can you download this game engine? Browse id Tech 3 files to download full releases, installer, sdk, patches, mods, This is an updated singleplayer source code for Star Trek: Voyager - Elite Force. Quake 3 Source Code Review, Quake Live Source Code Review. that you finally tackled a source code review of Quake3/id Tech 3! Browse id Tech 3 files to download full releases, installer, sdk, patches, mods, demos, Within a day of the source code being released, compatibility for both. Quake 3 b GPL source code as released by id Software.
    [Show full text]