I've experimented a bit with the quake 3 engine, and I've had some nice looking results :
(thanks to )p( for the bzone 3D Studio cab model)
I had to simplify the model topology and split it in 2 because no object with more than 1000 vertices can be compiled into a quake 3 bsp.
I also had to UVW map each part of the model individually to get correct results.
I'm currently experimenting with shaders to get animated screens and semi-transparent objects.
For the moment it is nothing but an idea I grossly implemented. I have no experience in Q3 editing, but I think there is a lot of room for improvement.
Someone could code a small hack-ish mod with a "insert coin" weapon and a syscall to the emulator executable.
There should be a way to load the models "dynamically" instead of compiling them into the bsp like I did.
Also, the quake 3 engine can pull off some really cool ambient effects (light, fog) and scripted events which could add a lot to a "virtual arcade".
I think this could be a good alternative to emulaxian if someone (certainly not me) was to push this project a little further. It could even replace the 3D rendering engine of emulaxian and keep the ini-parsing and stuff.
to )p( : I totally respect your work ! I only started this because the lighting and colors of your frontend looked a little bland to me. I then thought the Q3 engine had so many advantages (looking / moving around freely, high performance and scalability, eye candy, coder/user base...) and the tools were available and familiar to me.
Once again thanks.