I did some DirectQ work today; ported over the new lightmap uploading code from Quake II. It's ever so slightly slower than my previous method, which I guess is most likely API overhead rather than anything else, but I'm happier with it as the previous method had always given me a slight case of the heebeejeebies (it worked Ok, but was it the Right Thing to do?) I might shoot for a hybrid method to try get the best of both.
I've also decided that DirectQ will stay with HLSL and won't get "enhanced" particles. I'm really just too far down the HLSL route to change right now, and on the particle front I've decided that the original particles are too finely tuned for the game to modify them. Of course, that latter has been done by many others, but I like the more traditional look of DirectQ so there we go.
Both of these are of course subject to change if inspiration for either strikes (or if I get the itch - right now I just don't have it).
On the Quake II front it's gained a few bugfixes as well as anisotropic filtering. It's one thing saying that the port to Direct3D is "complete", which it is, but a whole other thing is sorting out rendering bugs and slowdowns, as well as other bugs that may have been brought in by changes to data structures and code structures. This exactly mirrors the DirectQ situation where the original port was done over a weekend (I think it took 2 days this time) but was then followed by 2 weeks of shaking down the code. Of course I know more about what I'm doing this time, so I was able to avoid some basic mistakes. The flipside of that is that I can spend more time implementing things that I just wouldn't have been able to last time.
A final interesting development is the use of DirectQ 1.0 as an experimental codebase. I ported LIT support to it earlier on, just for laughs, so it's starting to build up a more comprehensive feature set which may see the light of day sometime. Maybe that will compensate for retaining HLSL in the current DirectQ codebase. I wouldn't however hold any breath over this potential "DirectQ Zero" release.
Tuesday, July 7, 2009
All Squad Leaders Co-ordinate With Sister Teams
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1:28 AM
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