Julius wrote:we strongly believe FOSS game development can be much more than the niche it currently seems to sit in all too comfortably (e.g. for example reinventing the wheel with quake1 derived code for the fun of doing it... [...]).
And here's the point that people outside of the Quake scene seems to usually fail to get: It's not just for the fun of doing it!
The Quake engine does not run only Quake. It can be used to develop a hell of a lot of different games.
This was done with a modified Quake software renderer. And I believe leileilol's rage is exactly because of people failing to realize that.
Some of the features from the software renderers of Engoo, Makaqu and Super8 only used to exist in plain tech demos or in the software renderers of closed-source commercial engines such as Unreal. We are developing open-source versions of those features (along with several other features) and releasing them in a robust game engine for anyone to develop anything using them for free. This is what makes reinventing such wheels worthwhile. And while most plataforms nowadays does have hardware acceleration, hardware-accelerated engines will never be as portable as engines using a software renderer, so the potential audience for software renderers will always be bigger. And many hardware-accelerated renderers nowadays still doesn't support everything that Quake's software renderer can do - e.g. texture and screen turbulence.
Making people realize that is hard, but I guess that if leileilol made a fully-featured TC to showcase everything Engoo can do, with different models, levels, artwork style and gameplay, people would realize that more easily.
That said, I don't think any of the current software-rendered Quake engines are easy enough to make content for yet. None of them supports skeletal models and true color rendering, for instance. Thus, making content that looks good in them is really hard.