Eh, what the hell, here is the official press release, replete with some media :)
A lien Arena version 7.53 is now released!
Some of the new general features for this release include:
Extended use of VBO for big performance increases
Signifigant improvements to bot AI
"Dm Lights" server ...
Search found 250 matches
- Fri Dec 30, 2011 4:39 am
- Forum: General Discussion
- Topic: Alien Arena 7.53
- Replies: 5
- Views: 2134
- Tue Dec 13, 2011 4:08 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 462311
Re: Doom 3 engine release and game code
Not to spam this thread with tech demos (etc)... but what do you think of Humus's "Shadows that Rock" implementation for Shadow Mapping?
http://www.humus.name/index.php?page=3D&ID=28
Bad aliasing on the shadow edges.
These demos typically only use a single light source and a relatively low poly ...
http://www.humus.name/index.php?page=3D&ID=28
Bad aliasing on the shadow edges.
These demos typically only use a single light source and a relatively low poly ...
- Tue Dec 13, 2011 4:03 am
- Forum: Gameplay & Design
- Topic: Weapon feedback
- Replies: 32
- Views: 44368
Re: Weapon feedback
One I think everyone forgot about - UT/Ut2k3-4/UT3 - The Redeemer
Now THAT is a fun and satisfying weapon 
- Fri Nov 11, 2011 3:08 pm
- Forum: OpenGL Programming
- Topic: VBO performance :(
- Replies: 11
- Views: 26111
Re:
Animating meshes in your vertex shader is the way to go. Combine that with static VBOs containing all of the xyz data (and better yet, if you have generic vertex attrib arrays you can use GL_UNSIGNED_BYTE for Quake formats; don't normalize but make sure that you pad them out to 4 bytes and set a w ...
- Mon Oct 24, 2011 2:23 pm
- Forum: Mapping
- Topic: how do you imagine to make this?
- Replies: 7
- Views: 3595
Re: how do you imagine to make this?
We've already done that sky effect in Alien Arena. Not really that hard to do.
- Mon Oct 03, 2011 3:48 pm
- Forum: General Discussion
- Topic: Leaving the Quake Community
- Replies: 32
- Views: 9043
Re: Leaving the Quake Community
Dramatic exits are never a good thing.
- Sun Sep 18, 2011 3:16 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511200
Re: What are you working on?
Our press release:
A lien Arena version 7.52 is only a week away from release!
Some of the new general features for this release include:
Many new models and textures
Four exciting new levels
Vegetation shadowmapping
Account system for stats
Improved stats algorithms
Various improved ...
A lien Arena version 7.52 is only a week away from release!
Some of the new general features for this release include:
Many new models and textures
Four exciting new levels
Vegetation shadowmapping
Account system for stats
Improved stats algorithms
Various improved ...
- Wed Aug 24, 2011 4:19 pm
- Forum: OpenGL Programming
- Topic: VBO performance :(
- Replies: 11
- Views: 26111
In practice though it doesn't really matter. For Quake there is more or less no difference between VBOs and client-side vertex arrays in terms of performance. You need to be hitting it with enough data to bring your driver to it's knees before you'll start seeing performance gains, and bandwidth to ...
- Sun Aug 14, 2011 7:57 pm
- Forum: General Discussion
- Topic: Doom 3 source code after Rage release in october!
- Replies: 25
- Views: 6881
- Sun Aug 14, 2011 2:21 pm
- Forum: General Discussion
- Topic: Doom 3 source code after Rage release in october!
- Replies: 25
- Views: 6881
- Sat Jul 30, 2011 2:55 pm
- Forum: Mapping
- Topic: introduction to this forum
- Replies: 1
- Views: 1875
Re: introduction to this forum
Hello
I have the Half life tools for Worldcraft, but when I compile a map and load it, it uses the default Console characters. I am pretty new To This HLBSP. The HLBSP is a port of Bakers HLBSP[PorQuake psp] and doesn't use Wads.
I start up the map just fine, but it still has the Numbers. Is there ...
I have the Half life tools for Worldcraft, but when I compile a map and load it, it uses the default Console characters. I am pretty new To This HLBSP. The HLBSP is a port of Bakers HLBSP[PorQuake psp] and doesn't use Wads.
I start up the map just fine, but it still has the Numbers. Is there ...
- Wed Jun 22, 2011 3:11 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 173205
- Sun Jun 19, 2011 3:00 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 173205
- Fri Jun 17, 2011 11:03 pm
- Forum: Engine Programming
- Topic: Quake engine differences?
- Replies: 21
- Views: 7053
- Thu Jun 16, 2011 2:57 pm
- Forum: Engine Programming
- Topic: Quake engine differences?
- Replies: 21
- Views: 7053
Re: Quake engine differences?
Quake 3 does not use skeletal animation.daemonicky wrote: Quake 3 uses skeletal animation?