Search found 929 matches
- 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 ...
- 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...
- 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...
- 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...
- 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").
- 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...
- 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...
- 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.
- 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?
Mine does.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.
- 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...
- 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.
Haven't tried using Firefox or the desktop mode yet.
- 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 ...
- 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...
- 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 ...
- 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...