Search found 59 matches
- Thu Jan 28, 2016 2:54 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511194
Re: What are you working on?
Sort of, toneddu2000. Objectively is actually an OO framework for C. It allows you to define classes, with inheritance, and methods on those classes in C using a few widely supported GNU extensions. It includes a small but useful core library (Strings with multibyte character support, collections ...
- Mon Jan 25, 2016 9:39 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511194
Re: What are you working on?
I've been working on porting select parts of Cocoa (Apple's MVC and interaction framework) to SDL2 and OpenGL in C -- NOT C++.
Every game engine I've ever looked at has 30% of it's code dedicated to the menu system / user interface. That's outrageous, but it makes sense when you consider that all ...
Every game engine I've ever looked at has 30% of it's code dedicated to the menu system / user interface. That's outrageous, but it makes sense when you consider that all ...
- Mon Jan 04, 2016 1:07 pm
- Forum: Engine Programming
- Topic: packet fragmentation on modern routers
- Replies: 11
- Views: 3777
Re: packet fragmentation on modern routers
Sure. I saw this same experiment fail 10 years ago when I tried it behind a Linksys WRT54 on cable.
Nothing works 100% of the time, not even gravity ;)
You're not really offering much in the way of solutions. And even the caveats you call out contradict the net code we've all been using for 20 ...
Nothing works 100% of the time, not even gravity ;)
You're not really offering much in the way of solutions. And even the caveats you call out contradict the net code we've all been using for 20 ...
- Sun Jan 03, 2016 2:44 pm
- Forum: Engine Programming
- Topic: packet fragmentation on modern routers
- Replies: 11
- Views: 3777
Re: packet fragmentation on modern routers
Just as a follow-up, I even connected two separate clients from my Macbook to the remote server, to ensure that qport was working correctly, and indeed, everything held up for the same test of 200 giblets + BFG nonsense. Food for thought!
- Sun Jan 03, 2016 2:26 pm
- Forum: Engine Programming
- Topic: packet fragmentation on modern routers
- Replies: 11
- Views: 3777
Re: packet fragmentation on modern routers
Sorry for necro-posting, but I've actually been experimenting with these values in my engine (Quetoo) just recently.
Interestingly, I've found that my own home network (ADSL NAT'ed behind Apple Airport) is happy to transparently fragment and reassemble UDP packets all the way to Rackspace hosting ...
Interestingly, I've found that my own home network (ADSL NAT'ed behind Apple Airport) is happy to transparently fragment and reassemble UDP packets all the way to Rackspace hosting ...
- Thu May 07, 2015 8:33 pm
- Forum: Engine Programming
- Topic: (Multi-) Threading
- Replies: 59
- Views: 15723
Re: (Multi-) Threading
Hm. I've spent a fair amount of time adding threading to Quetoo (previously Quake2World). Let me offer a couple tips based on what I've found:
1) If you're already using libSDL, then you should use SDL_Thread. It provides portable thread creation, non-busy waiting, mutexes, conditions, etc. Very ...
1) If you're already using libSDL, then you should use SDL_Thread. It provides portable thread creation, non-busy waiting, mutexes, conditions, etc. Very ...
- Tue Apr 07, 2015 12:03 pm
- Forum: Mapping
- Topic: Dark spots/edges near sky when using sky lighting in Quake2
- Replies: 20
- Views: 28184
Re: Dark spots/edges near sky when using sky lighting in Qua
Yep, we renamed the project just to avoid having Quake2 (a registered trademark) in our name. Not that id Software was giving us a hard time or anything; it was just the right thing to do -- should have done it years ago.
So yes, quemap (might be named quetoo-map soon) is q2wmap. Same source. And ...
So yes, quemap (might be named quetoo-map soon) is q2wmap. Same source. And ...
- Tue Apr 07, 2015 11:58 am
- Forum: General Discussion
- Topic: SuperQot
- Replies: 3
- Views: 2526
Re: SuperQot
You'd have to refactor the hit-scan weapons (shottys, shaft?) to use projectiles in order for this to be fun / challenging imo. Still, a clever little parody and it does look fun / cool.
- Tue Mar 31, 2015 11:48 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511194
Re: What are you working on?
Spiney wrote: I noticed Quetoo doesn't actually do diffuse shading with it's normal maps (only specular) which I guess is why the metals look kind of nice.
The downside is that you can't do things like brick walls and such very well, but Q2 is mostly metal so it's a natural fit.
- Tue Mar 24, 2015 1:55 am
- Forum: Mapping
- Topic: Dark spots/edges near sky when using sky lighting in Quake2
- Replies: 20
- Views: 28184
Re: Dark spots/edges near sky when using sky lighting in Qua
I think I fixed this in Quetoo's BSP compiler by nudging all sample positions towards the center of the face.
- Tue Feb 17, 2015 3:29 pm
- Forum: Mapping
- Topic: IdTech 1/2/3/4 BSP/PVS
- Replies: 7
- Views: 18353
Re: IdTech 1/2/3/4 BSP/PVS
I'd like to not have to worry too much about optimizing occlusion culling, but I also want fairly flexible texture alignment and vis times that are managable.
...
I know Q2W has improved Q2 BSP, so that might be worth looking into? I'm slightly intrigued about it :P
Don't be :P Q2W's BSP ...
- Tue Feb 17, 2015 2:55 pm
- Forum: Mapping
- Topic: Q2 QBSP3 That Properly Handles Small Brushes?
- Replies: 13
- Views: 22072
Re: Q2 QBSP3 That Properly Handles Small Brushes?
Would you mind posting a couple gists of the actual changes? I'd love to merge these fixes into Q2WMap. 
- Thu Feb 12, 2015 10:06 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511194
Re: What are you working on?
Wow! I did not know that. I've spent thousands of hours in the Q2 code base, but only a handful in Quake or Quake3.
Learn something new every day!
Edit: This means Quake likely doesn't contain the hell that is CM_TraceToBrush
Learn something new every day!
Edit: This means Quake likely doesn't contain the hell that is CM_TraceToBrush
- Thu Feb 12, 2015 6:10 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511194
Re: What are you working on?
Shadow volumes ideal thing for closed levels. But if we need add shadows from bsp-bmodels, otherwise the shadow will "break through" the wall (like q3 with cg_shadows 2)
Yea, you're right; shadowmapping or shadow volumes are no doubt technically better. However, I wasn't kidding when I said I'm ...
Yea, you're right; shadowmapping or shadow volumes are no doubt technically better. However, I wasn't kidding when I said I'm ...
- Thu Feb 12, 2015 5:57 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511194
Re: What are you working on?
Oh! So.. why Q2 BSP then? What's the advantage, besides colored lighting (which is possible without moving to an entirely new BSP version)?
MANY, but this is the biggest reason for me at this time:
1. QBSP / BSP2 / 2BSP only supports THREE hull sizes for world collisions. (point, player ...