Thursday, July 2, 2009

It's Quake II!



So far so good, we have the 2D stuff completed but in need of tweaking in places, and just starting on the world right now. Getting this far is a MAJOR landmark position, as it means that we now have meaningful stuff on-screen to work with.

God, the code a mess. It's been a long long time since I'd hacked on the QII codebase, and I'm starting to get unpleasant memories. The surface refresh in particular is fairly badly in need of a major gutting, reorganisation and simplification. I suppose a certain part of that is down to the nasty array of 3D cards which were available at the time, and which QII had to run on. I had originally intended to port over everything, even the gl_monolightmap stuff, but somehow I doubt I'll be doing that. I can also see the "attempting to be all things to all people all of the time" cvars like intensity and gl_modulate falling by the wayside.

I haven't even bothered optimising for now, I'm just shoving bits of code together and getting a result. I think I can get 60 FPS with an unoptimised codebase, then tune it for close to 100. Will be interesting to see how well the completed one does run.

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