Search found 929 matches

by mankrip
Sat Oct 22, 2016 9:42 pm
Forum: Engine Programming
Topic: Calculating the centroid of a msurface_t
Replies: 2
Views: 3651

Calculating the centroid of a msurface_t

Is there any non-annoying way to do it? I'm trying to calculate the centroid in Mod_LoadFaces. First, there's no direct list of vertices for msurface_t, so the vertices must be read from the vertices of the surface's edges... which results in duplicated vertices. To work around this I've calculated ...
by mankrip
Wed Oct 12, 2016 4:57 pm
Forum: Programming Tutorials
Topic: Particle fade timing fix
Replies: 2
Views: 3567

Re: Particle fade timing fix

My code in this tutorial isn't good enough either, but I've decided to post it as soon as possible, to avoid the risk of forgetting how to explain these quirks of the vanilla renderer. Afterwards I've refined and rewritten all these changes in a more proper way, but I can't post it right now because...
by mankrip
Sun Oct 02, 2016 4:54 pm
Forum: Programming Tutorials
Topic: Particle fade timing fix
Replies: 2
Views: 3567

Particle fade timing fix

Particle timing is a lot more complicated than it seems. When I started implementing translucent particles long ago, I've run into several timing glitches and ended up tweaking the translucency code in a way which was awful, but tolerable. Now I've finally spent some time studying the vanilla partic...
by mankrip
Fri Sep 16, 2016 2:56 am
Forum: Engine Programming
Topic: Lit liquids
Replies: 9
Views: 4194

Lit liquids

How hard would it be to implement support for lit liquids in hardware-accelerated engines? In software rendering it's easy, but software-rendered engines will never be the main target for any mapper nowadays. http://pbs.twimg.com/media/Cr9JToGXYAAnmNl.jpg I am really not aware of the technical diffi...
by mankrip
Mon Sep 05, 2016 12:04 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

Soft-depth sprites (aka "soft particles").
Image
by mankrip
Fri Sep 02, 2016 12:09 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

Seven: LOL @ the dogs' teeth! frag.machine: Funny one, reminds me of the Metal Slug games. As for me, gamma-corrected color blending : This is what 8-bit color translucency usually looks like . The scene in this screenshot is a worst case scenario. Now, the same scene with brightness-correct & c...
by mankrip
Mon Aug 08, 2016 8:01 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

Implemented 32-bit mipmaps for 8-bit textures, support for 8-bit alpha channels from 32-bit textures, and external glow/luma textures . Also, my mipmap generation algorithm actually doesn't have gamma correction yet. When MH suggested gamma correction earlier in this thread, I thought he was talking...
by mankrip
Sun Jul 10, 2016 9:41 pm
Forum: Quake Events
Topic: Quake 20th BirthDay
Replies: 41
Views: 66184

Re: Quake 20th BirthDay

I've got nothing to release during the expo, but at least I've made a small booth with some info.
by mankrip
Thu Jun 23, 2016 7:29 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

mh wrote:I also suggest doing gamma-correct miplevel generation. Virtually no Quake engine that I'm aware of does this, but it's such a huge boost in visual quality.
Mine does.
by mankrip
Mon Jun 20, 2016 1:10 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

I suggest disabling mipmap filtering, to achieve a more sharp look on distance. nnoooo! if you disable mipmap filtering, you end up with everything using mip0 everywhere. when combined with even quakes texture resolution, this results in a whole boatload of noise. flickering glitchy noise that vaug...
by mankrip
Sun Jun 19, 2016 10:51 pm
Forum: News & Announcements
Topic: Login Problems Fixed
Replies: 9
Views: 10161

Re: Login Problems Fixed

I am automatically logged off when trying to post from the Chrome browser in Android. Posting from my phone became impossible.

Haven't tried using Firefox or the desktop mode yet.
by mankrip
Sun Jun 19, 2016 10:45 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

An update on my 8-bit color software renderer: This is what 8-bit textures made with Floyd-Steinberg dithering look like. And this is my approach , using the same texture resolution as the above picture. The first one has 8-bit textures quantized with Floyd-Steinberg dithering, plus 4-step lighting ...
by mankrip
Tue May 17, 2016 9:02 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6053652

Re: What are you working on?

Hello mankrip , I watched your gameplay videos. Unfortunately most of them were too dark to see anything. Why so many people play with so low brightness ? :) I always play with the brightness on my monitor set to the maximum, so the default in-game brightness (gamma 1) is enough for me. But some of...
by mankrip
Mon May 09, 2016 9:32 am
Forum: Programming Tutorials
Topic: User-friendly tilde typing in the console
Replies: 0
Views: 26558

User-friendly tilde typing in the console

This tutorial will allow the user to type the tilde character in the console, without affecting the default behavior of the tilde key. If the prompt is empty, the tilde key will behave as usual, but if it isn't, the desired character will be typed. Open keys.c In the function Key_Init, change these ...
by mankrip
Thu May 05, 2016 6:31 am
Forum: QuakeC Programming
Topic: QC support for Notepad++
Replies: 5
Views: 6365

QC support for Notepad++

This tutorial will allow Notepad++ to populate the Function List with QC functions. The functions needs to be in one of the following formats; semicolons are optional: void example () { }; void example () = { }; void example () = [$framemacro, thinkfunction] {}; It won't work for functions in the fo...