Search found 3673 matches
- Wed Aug 08, 2018 5:57 pm
- Forum: General Discussion
- Topic: SnapTiles - Tile Based Quake Map Maker
- Replies: 6
- Views: 3136
Re: SnapTiles - Tile Based Quake Map Maker
Interesting work Baker. Makes me wonder about the idea of a engine with built in editor to generate random maps on the fly, during intermissions... are you releasing the sources ? I did once make a Mark V with txqbsp built-in as an experiment so engine with built-in map compiler is completely possi...
- Tue Aug 07, 2018 11:13 pm
- Forum: General Discussion
- Topic: SnapTiles - Tile Based Quake Map Maker
- Replies: 6
- Views: 3136
Re: SnapTiles - Tile Based Quake Map Maker
I don't have any other plans to do something with or it or anything.toneddu2000 wrote:Is SnapTiles part of a bigger project?
- Tue Aug 07, 2018 9:08 pm
- Forum: General Discussion
- Topic: SnapTiles - Tile Based Quake Map Maker
- Replies: 6
- Views: 3136
Re: SnapTiles - Tile Based Quake Map Maker
Tried to make the editor interesting.toneddu2000 wrote:Gorgeous, absolutely gorgeous. Compliments Baker. I'd like to see an editing video, btw
Ironically, I cannot really think of a good use for it. Although the speed of putting together a map is unrivaled.
- Tue Aug 07, 2018 8:38 am
- Forum: General Discussion
- Topic: SnapTiles - Tile Based Quake Map Maker
- Replies: 6
- Views: 3136
SnapTiles - Tile Based Quake Map Maker
http://quakeone.com/snaptiles/snaptiles2.png http://quakeone.com/snaptiles Video: Brief YouTube Video Bridges, teleporters, doors, ceiling fans, lights, crates ... provided prefabs. Prefabs made in J.A.C.K. or TrenchBroom can also be used in SnapTiles (.map version 220 required, J.A.C.K. uses this ...
- Fri Jul 06, 2018 12:21 pm
- Forum: General Discussion
- Topic: Q U A KE D R O I D - Android Multi-Touch Quake
- Replies: 8
- Views: 5294
Re: Q U A KE D R O I D - Android Multi-Touch Quake
I engine code a couple of months a year really intensely, then I take a break for 8-10 months passively seeing what feedback/bug reports/ideas people post and occasionally trying to determine to scope out what I want to do next round. QuakeDroid is likely to be a permanently maintained and updated p...
- Wed Apr 25, 2018 5:26 am
- Forum: General Discussion
- Topic: Q U A KE D R O I D - Android Multi-Touch Quake
- Replies: 8
- Views: 5294
Re: Q U A KE D R O I D - Android Multi-Touch Quake
@julius -- Those are interesting ideas. Particularly the VR thoughts. Long-term the VR idea sounds good --- caused me to poke through the Quakespasm Rift source code to quickly gauge how much modification in general is needed to support VR. Looks like something interesting to do in the long-term. Qu...
- Fri Apr 20, 2018 2:46 pm
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 5237
Re: GL matrix story (stupid but true)
Doesn't bother me in the slightest, just fyi. Was just sharing a short experience.
Your post about shadowmapping was interesting. Carry on ... should you wish ...
Your post about shadowmapping was interesting. Carry on ... should you wish ...
- Wed Apr 18, 2018 3:17 pm
- Forum: Engine Programming
- Topic: FP precision crushing the player on buttons
- Replies: 1
- Views: 1752
Re: FP precision crushing the player on buttons
That's a great bug fix.
- Tue Apr 17, 2018 1:15 pm
- Forum: Engine Programming
- Topic: GL QuakeDroid - The Saga
- Replies: 0
- Views: 2247
GL QuakeDroid - The Saga
:arrowright: One time stupid story warning ... http://quakeone.com/quakedroid/media/qd2.png http://quakeone.com/quakedroid/media/a33.png http://quakeone.com/quakedroid (Heavy on user-friendly docs with pics. Brief but visual pics!) http://celephais.net/board/view_thread.php?id=61558&start=156 Pr...
- Tue Apr 17, 2018 3:31 am
- Forum: Engine Programming
- Topic: Joystick Snippet reference for ericw
- Replies: 0
- Views: 2653
Joystick Snippet reference for ericw
static cbool IN_Joystick_Consider_Opened (SDL_Joystick *joy_consider) { DEBUG_ASSERT (!joy_active_controller); { int buttons = SDL_JoystickNumButtons(joy_consider); const char *joyname = SDL_JoystickName (joy_consider); if (buttons >= 4) { // Set the 3 variables joy_active_controller = joy_consider...
- Tue Apr 17, 2018 1:36 am
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 5237
Re: GL matrix story (stupid but true)
Twas a typo. That'd be a very small vertical frustum otherwiseSpike wrote:well, (-ymax)-(-ymax) == 0, so yeah, what do you expect?
I really hope that was a typo in your post and not your code.

- Mon Apr 16, 2018 3:47 pm
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 5237
GL matrix story (stupid but true)
I am writing code to force portrait display mode by rotating the frustum/ortho/viewport. Results in a 90 turn just by inserting ... glRotatef (90, 0, 0, 1); // Add me! glFrustum (-xmax, +xmax, -ymax, -ymax, glnear, glfar); Stupidly, OpenGL fails to do this! Possibly due to a division by zero I am gu...
- Mon Apr 16, 2018 3:26 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 514751
Re: What are you working on?
Single-stepping etc rocks (feel free to implement compat into your engines - it uses stdin/stdout to communicate with the gui, and a commandline arg to let the engine to know that it should listen for it). /Snort :biggrin: Why am I not surprised :lol: In a perfect world, Spike's infrastructural ide...
- Mon Apr 16, 2018 1:17 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 514751
Re: What are you working on?
Doesn't Unity use .NET for game logic? I think Valve's Source engine uses C++. Source engine is not open source at all, so you are touching game logic. https://developer.valvesoftware.com/wiki/Authoring_a_Logical_Entity When you are using either of the above, you aren't concerned with engine code. J...
- Mon Apr 16, 2018 12:40 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 514751
Re: What are you working on?
lus, dealing with Quake3 means dealing with pure C instead of quakec. I wonder why they switched.. Probably so they could use pure C instead of QuakeC. :razz: :razz: Q2, Half-Life went from QuakeC to C/C++. If Carmack thought qc was the way to go, Q3 would have used QuakeC. :lol: I'm not knocking Q...