Today's planned release isn't going to happen, and it will now most likely be Friday at the earliest.
No problems here; just that I'm after discovering a whole class of data that doesn't actually need to be loaded at all. This is inherited from GLQuake, and getting rid of it will result in improved memory usage (not that big a deal) and faster map loading times (very much a big deal).
This will be another "Release Candidate", meaning that if no problems arise with it I consider it suitable for release and general usage, but that there will be a lot of new code in it that will need to go out into the wild before I feel comfortable calling it an actual full Release.
Wednesday, March 16, 2011
DirectQ Update - 16th March 2011
Posted by
mhquake
at
6:15 PM
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2 comments:
Will DirectQ ever be 'finished' or will you keep tinkering with it as new technologies and ideas come in order to keep it at the 'bleeding edge'?
Nothing's ever really "finsished". I guess I could say that I'll call it a day when it stops being fun for me, but that's a way off yet. There's still huge potential for improvement in this engine.
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