I'm trying to see if I can find a way to make this experimental engine releasable some time, and might well remove the new timer code after all.
Meanwhile here's a screenshot of it:
Well, I did say that it was a Quake engine, but I didn't really say which one, did I?
It's quite an interesting engine to work on, being an obviously earlier incarnation of GLQuake than the one we have the code for (no FOV, no multitexture, etc). It's also a good valid testing codebase as many of it's features are quite similar to those which will be used in RMQ, even though some of them are implemented in a rather strange manner.
Onwards!
Friday, October 8, 2010
More on the Experimental Engine
Posted by
mhquake
at
10:35 PM
Subscribe to:
Post Comments (Atom)
4 comments:
Might this lead to Hexen II support in DirectQ? Gods, I hope so! Onward to victory, MH!
Unlikely I'm afraid. I've done some research, and I believe that it would be easier to support Quake in a Hexen II engine than the other way around. The renderer would be straightforward enough but everything else is horrible.
So maybe just a straight MHHex then?
You wait until I'm away for the weekend to put this tease out!! You evil man ;)
Looking good mate
Cheers, kempie
Post a Comment