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FTEQW: Porting 32-bit color software renderer?

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Postby Baker » Fri Jan 22, 2010 2:01 am

Spike's code is so awesome I feel like I'm getting smarter just by looking at it :P

In the learn to crawl before you try to run sense, I'm going to first attempt to jack WinQuake up to 32-bit color but using the Quake palette the whole way through by doing a d_8to32table color conversion.

/Prays no asm code is involved; didn't look.
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Postby Zylyx_ » Fri Jan 22, 2010 11:41 am

I love software rendering, 256x2566 textures, no filtering, and low poly models (500-700 triangles).

It's that lovely vintage look, thats really missing fromm all these HDR, over-bloomed, normal/parallax-mapped, texture-filtered games that are out these days.

Software rendering to me is like pixel art. Its a really old method, but still looks good.

I think it would be really cool to make, for example, a FPS shooter game just using the bare minimum graphics functionality.

That's why I still love playing the first HL, and of course, Quake!
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Postby Teiman » Fri Jan 22, 2010 11:51 am

What I like about software renders is compatibility. If your machine has a CPU and Video, this game engine can run in it. This make Quake1 special, It make it unique. There was not 3D engines before ( make the exception to the such like BZFlag, ... is not really a engine ), and the ones after Quake1 are not software engines. So Quake1 software rendering is like the a beach on australia, on one side a ocean, on the other side a desert.
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Postby dreadlorde » Tue Feb 16, 2010 4:42 pm

Any updates on this, Baker?
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Postby Baker » Tue Feb 16, 2010 8:48 pm

dreadlorde wrote:Any updates on this, Baker?


Not yet.

Stupid snow! Most of my free time in the last 2 weeks has been foobared because of it.
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Postby dreadlorde » Sat Aug 14, 2010 9:46 pm

Baker wrote:
dreadlorde wrote:Any updates on this, Baker?


Not yet.
How about now?

:P
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Postby Baker » Sun Aug 15, 2010 10:35 am

dreadlorde wrote:
Baker wrote:
dreadlorde wrote:Any updates on this, Baker?


Not yet.
How about now?

:P


It's become a lower priority for now. I have some exotic stuff I'm working on.
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