Alias models have just gone back in. The whole thing is starting to look very complete at this stage. I've also knuckled down and done player picture and texture translation, which I had been putting off as it looked horrible.
Right now I'm debating whether to use point sprites or textured quads for particles. I've already got the textured quads code written, but I really like the idea of point sprites, so I must check out if there are any device cap limitations on them. I do recall trying them out in OpenGL a good while back, and thinking that they were horrible there, but also seeing samples of the Direct3D implementation, and thinking that it was done right, so I've a pretty good feeling about this.
I think I'm going to remove the software fallbacks for input and sound. They were understandable enough in 1996 when DirectX wasn't that mature, and there was always a good chance that any given setup didn't support it properly, but it's not 1996 any more. Both APIs are well proven in the field, so no need for any caution there.
I'd also like to replace the entire networking layer with DirectPlay, but I can't seem to find any good or comprehensive documentation on it. It's a shame, as it looks to be a good basis for a solid networking layer that avoids a lot of the messy winsock code that's currently in the engine, and is also NAT-aware.
These last two items are for the future, however.
Sunday, December 14, 2008
More updates...
Posted by
mhquake
at
3:43 AM
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