FTEQW: Porting 32-bit color software renderer?
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Spike's code is so awesome I feel like I'm getting smarter just by looking at it
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.
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 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!
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!
....noodle...
- Zylyx_
- Posts: 111
- Joined: Wed Dec 05, 2007 6:52 pm
- Location: scotland, uk
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.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Any updates on this, Baker?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
How about now?Baker wrote:dreadlorde wrote:Any updates on this, Baker?
Not yet.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde wrote:How about now?Baker wrote:dreadlorde wrote:Any updates on this, Baker?
Not yet.
It's become a lower priority for now. I have some exotic stuff I'm working on.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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