Search found 3673 matches

by Baker
Wed Aug 08, 2018 5:57 pm
Forum: General Discussion
Topic: SnapTiles - Tile Based Quake Map Maker
Replies: 6
Views: 10388

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...
by Baker
Tue Aug 07, 2018 11:13 pm
Forum: General Discussion
Topic: SnapTiles - Tile Based Quake Map Maker
Replies: 6
Views: 10388

Re: SnapTiles - Tile Based Quake Map Maker

toneddu2000 wrote:Is SnapTiles part of a bigger project?
I don't have any other plans to do something with or it or anything.
by Baker
Tue Aug 07, 2018 9:08 pm
Forum: General Discussion
Topic: SnapTiles - Tile Based Quake Map Maker
Replies: 6
Views: 10388

Re: SnapTiles - Tile Based Quake Map Maker

toneddu2000 wrote:Gorgeous, absolutely gorgeous. Compliments Baker. I'd like to see an editing video, btw
Tried to make the editor interesting.

Ironically, I cannot really think of a good use for it. Although the speed of putting together a map is unrivaled.
by Baker
Tue Aug 07, 2018 8:38 am
Forum: General Discussion
Topic: SnapTiles - Tile Based Quake Map Maker
Replies: 6
Views: 10388

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 ...
by Baker
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: 11126

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...
by Baker
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: 11126

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...
by Baker
Fri Apr 20, 2018 2:46 pm
Forum: Engine Programming
Topic: GL matrix story (stupid but true)
Replies: 13
Views: 15597

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 ...
by Baker
Wed Apr 18, 2018 3:17 pm
Forum: Engine Programming
Topic: FP precision crushing the player on buttons
Replies: 1
Views: 4821

Re: FP precision crushing the player on buttons

That's a great bug fix.
by Baker
Tue Apr 17, 2018 1:15 pm
Forum: Engine Programming
Topic: GL QuakeDroid - The Saga
Replies: 0
Views: 21294

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...
by Baker
Tue Apr 17, 2018 3:31 am
Forum: Engine Programming
Topic: Joystick Snippet reference for ericw
Replies: 0
Views: 21892

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...
by Baker
Tue Apr 17, 2018 1:36 am
Forum: Engine Programming
Topic: GL matrix story (stupid but true)
Replies: 13
Views: 15597

Re: GL matrix story (stupid but true)

Spike 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. :P
Twas a typo. That'd be a very small vertical frustum otherwise :biggrin:
by Baker
Mon Apr 16, 2018 3:47 pm
Forum: Engine Programming
Topic: GL matrix story (stupid but true)
Replies: 13
Views: 15597

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...
by Baker
Mon Apr 16, 2018 3:26 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 4601827

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...
by Baker
Mon Apr 16, 2018 1:17 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 4601827

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...
by Baker
Mon Apr 16, 2018 12:40 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 4601827

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...