My eSport mod needs the Quake 3 physics -- as well as some modern engine features.
Options are either:
- Quake Engine: Upgrade/develop new rendering,etc component(s)
- Unreal Engine: Port physics.
Going with the latest Unreal Engine 4 is clearly superior and logical. It seems adapting basic functions would be simple, like what has been done with maps. So, has it been done?
If not, is there any technical reason? Ideally, it's a matter of importing functions, coalescing to paradigm, scaling geometry, and that's about it. I cannot imagine the physics component of a modifiable engine not to be robust enough to extend its base set. Welcoming any wisdom before I need to take it on myself. :)