Thursday, January 24, 2008

The MHQuake Development Blog


I've started this to track progress on my new MHQuake engine. It's better than using a properly hosted site for now, so this will be the place to go for updates and info.

It's taken a while to get this engine properly off the ground, but it's now in a position where I'm satisfied with a lot of the core engine functionality (most of which is totally behind the scenes), so it's time to give more solid info.
 


What I have so far includes:
  • Increased internal limits.
  • Removed several internal limits completely.
  • Full game changing (including conback).
  • Enhanced video startup.
  • Enhanced external texture support (completely removed any dependency on specific directories, as well as the need to test opening different file types - it's a thing of true beauty).
  • Enhanced "map" command.
  • Enhanced "playdemo" command.
  • Enhanced MP3 support (should also work with any audio type you have a codec for, but this not tested yet).
  • Somewhat different main render path (fullbright colour support has been totally overhauled to look and work exactly like software Quake).
  • Z-Fail Skysphere/Skybox (like my posted tutorial).
  • Amazing Revolving 3D HUD.
  • New blood and death effects.
  • Different translucent water.
  • Completely rewritten memory management (greatly simplified too).
As you might gather, there's still a way to go. I haven't even started on a particle system yet, and it requires 4 TMUS! (Alternate render paths will be forthcoming.) But even if released in it's current form, there's enough new and different stuff in here; just not readily or easily visible.

0 comments: