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[FTEQW] CubiQuake

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Re: [FTEQW] CubiQuake

Postby daemon » Mon Apr 22, 2019 7:59 pm

Ok, I'm back. Got locked out for a bit due to an email change.

There's been some updates. I started putting a changelog on the github page.
New tools, texture, shape, rotation, and some other small stuff.

revision 78
https://github.com/uowaep/CubiQuake


Here you can see the ramp shape in use. (turned up fog for the sreenshot)
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Re: [FTEQW] CubiQuake

Postby Julius » Mon Apr 22, 2019 10:49 pm

That's fairly cool :)

How's overall performance and any chance for advanced lighting on that?

Have a look at these for a fitting texture pack:
https://opengameart.org/content/big-pac ... g-textures
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Re: [FTEQW] CubiQuake

Postby daemon » Tue Apr 23, 2019 12:06 am

Performance seems pretty decent considering the csqc side hasn't been optimized as far as draw order. FPS on my old machine stays around 200 at the current settings. I've set it up to draw/load more or less by tweaking the code, so there's room for experimentation. Much can be optimized on the server as well. I'm sure there's a faster way to do things than what I'm currently doing, but so far seems decent. The main issue I notice is the load/unload sequence causing a slight stutter, but I'm also running it off an old HD. The default load area is wider than it is tall, so the load/in is more noticeable when changing elevations.

Someone who knows how to write shaders would need to help out on the project to get lighting into it. That is what it needs the most, but I'm having a hard time getting into learning shaders.

Feel free to swap out textures. This project is just framework, no actual game within it. I will probably make a game with it later, but I'm mainly focusing on advancing the framework.
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Re: [FTEQW] CubiQuake

Postby frag.machine » Tue Apr 23, 2019 2:07 am

I hope someone at Func_MsgBoard reads this and propose a quick map challenge using only cubes. :razz:
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: [FTEQW] CubiQuake

Postby daemon » Tue Apr 23, 2019 10:54 pm

Also I should note that the source is set up to just drop into Quake or any mod. You have to edit your main.qc and client.qc source files, but I've kept those edits very minimal. Look for server/sv_main.qc and server/sv_client.qc. CSQC integration is fairly easy as well, check client/cs_main.qc and client/cs_view.qc. They are not as well commented yet though.
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Re: [FTEQW] CubiQuake

Postby daemon » Mon May 06, 2019 12:22 pm

New revision up with more shapes, and performance improvements.
https://github.com/uowaep/CubiQuake

r83 (clear data dir if anything is broken)

- added wedge and wedgetip shapes
- added more angles of rotation to shapes (All angles are possible now with non-symmetrical shapes.)
- chunks are now drawn from closest to furthest for 25% ish FPS increase
- greatly improved chunk and cluster lookup speed by using entity references rather than findradius()
- chunk and cluster entities are re-used where possible to reduce allocations and memfree usage
- moved face rendering functions to their own file in csqc
- moved shape functions to their own files in csqc
- no longer using dpcompat_findradiusarealinks cvar
- changed some instances of world to NULL
- removed some unused variables
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Re: [FTEQW] CubiQuake

Postby Julius » Fri May 10, 2019 4:28 pm

Would be really cool if this would also work with Darkplaces or if FTEQW would get VR support.

There is a Occulus Quest compatible but Darkplaces based quake engine in the works:
https://github.com/DrBeef/QuakeGVR
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Re: [FTEQW] CubiQuake

Postby toneddu2000 » Fri May 10, 2019 4:35 pm

I'm pretty sure FTE does have some basic VR support
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Re: [FTEQW] CubiQuake

Postby daemon » Sat May 18, 2019 3:01 pm

Julius wrote:Would be really cool if this would also work with Darkplaces or if FTEQW would get VR support.

There is a Occulus Quest compatible but Darkplaces based quake engine in the works:
https://github.com/DrBeef/QuakeGVR


From what I understand Darkplaces doesn't support addtrisoup_simple() which is required for this functionality. I could be wrong though.
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Re: [FTEQW] CubiQuake

Postby daemon » Sat May 18, 2019 3:05 pm

Preview of lighting and torch blocks in next update:

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Re: [FTEQW] CubiQuake

Postby toneddu2000 » Sat May 18, 2019 3:55 pm

Supercool! How did you add light, though dynamiclight_add()?
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Re: [FTEQW] CubiQuake

Postby daemon » Sat May 18, 2019 5:17 pm

Spike helped me set up a basic shader which allows trisoup_simple to interpret the color values set on the polygon vertexes. Any time polygons are added/removed to/from csqc or lights added/removed, I recalculate the static light values on each vertex within range on the client. There's some optimization to be done, but it's running good.

No use of dynamiclight_add() here.
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Re: [FTEQW] CubiQuake

Postby toneddu2000 » Sat May 18, 2019 10:02 pm

ok, thanks
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