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. See also Computer programming References External links id's github repository containing the C source code of qcc (QuakeC compiler) id's github repository containing the QuakeC source code to QuakeWorld game logic Unofficial QuakeC specifications Large collection of QC mods, including their source Inside3d - nice collection of QC tutorials here InsideQC - New website to inherit Inside3D's legacy after it was shut down Domain-specific programming languages Video game development Quake (series) Scripting languages Id Tech