# About The Project {#about} The Nuclide project produces a freely available game-logic component and development platform on top of [FTEQW](https://www.fteqw.org); which is a featureful QuakeWorld-based engine. **The general idea is that Nuclide takes care of ~90% of the code you shouldn't have to worry about.** It is targetted towards developers with a background/interest in id Technology. It comes with a simple example game (simply referred to as 'Base') and some test maps. There's also some other, third-party example projects. General feature overview: - The 'missing' SDK for engines like FTEQW - Support for client-side predicted movement, weaponry and vehicles - Documented APIs for everything you need to interface with the engine - APIs and Frameworks for managing updates, mods, servers, and platform specific features - Complete re-implementations of hundreds of entities, from GoldSrc/Source engine games - Entity communication via traditional one-way triggers, or our Source Engine I/O compatible system - Includes BotLib, a framework for multiplayer-AI that can receive game-specific overrides - Includes VGUILib, a re-imagining of Valve's GUI library, which can also be used for in-game surface based interfaces - Designed to be familar to developers coming from GoldSrc/Source - VR/XR aware codebase - All permissively licensed # Frequently Asked Questions ## 1. Why might I want to use it? {#why} You might be migrating from an engine that is no longer being licensed and don't want to learn a new engine and toolchain. You might want to develop a game using a lot of complex and well-tested objects which might be tedious to implement on your own. You might want to run or make modifications for a game using Nuclide and need full control over what you can do. ## 2. How free is Nuclide? {#license} Everything in Nuclide is **free software**. The copyright terms for the game-logic are very permitting. Nuclide *does not use the GPL* as a point of reference in terms of license, it instead uses a **ISC-like license**. This means you can use, copy, modify and distribute the code and work resulting from it for any purpose. **Please read the very short 'LICENSE' document for details.** ## 3. What are the alternatives? {#alternatives} Implementing systems such as prediction, complex map objects and entities on your own, from scratch - or licensing another engine such as [Source](https://partner.steamgames.com/doc/sdk/uploading/distributing_source_engine) that ships with its own **Source SDK Base**. ## 4. Any example projects? {#examples} - [The Wastes](https://store.steampowered.com/app/793670) is a commerical game built using Nuclide. - [Rad-Therapy](https://www.github.com/eukara/freehl) is a clone of 'Half-Life: Deathmatch' on Nuclide. - [Tactical Retreat](https://www.github.com/eukara/freecs) is a clone of 'Counter-Strike', for Rad-Therapy.