No DirectQ for a short while as I've been Having Fun In Real Life, and have also gone back to some things I've been semi-neglecting in the RMQ engine. It's interesting (if a little schizophrenic!) to ping-pong back and forth between the two like this, as ideas and techniques have more of a chance to cross-pollinate. Also good to pick up one again when I need distraction from the other.
There are some RMQ features that need to come over to DirectQ before I can release 1.8.7; the most significant of these are improved handling of alpha surfaces (sorting by model is not enough) and "fence textures". The latter will be a feature of the upcoming RMQ demo release, so You Have Been Warned.
I also need to port some of the recent protocol ideas I've been testing in DirectQ over to RMQ.
Speaking of RMQ, I've raised the possibility of an earlier "beta" release of the engine with the rest of the team, and have agreement to do so. The thinking behind this is that it represents quite a major rewrite of huge chunks of QuakeSpasm, and - while we do have a pretty good mixture of software and hardware platforms to test on - we obviously don't have everything. It's important therefore to get it out and get as many people bashing on it as possible to uncover any bugs or iron out any wrinkles that we may have missed (or that we may have gotten used to and learned to ignore!)
There's still some current WIP stuff ongoing, but as soon as this comes to a close we'll see what will happen.
Sunday, October 31, 2010
Updates for Sunday 31st October 2010
Posted by
mhquake
at
10:54 PM
Subscribe to:
Post Comments (Atom)
2 comments:
"fence textures"
Is this a funky way of saying masked textures? If so would this involve a map format which supports 2-dimensional planes among brushes? Or is it a special brush type which only renders visual faces (some sort of self-occluding), on a very thin brush with a clip or trigger texture on the top and bottom?
Like these, if we're talking about the same thing. No format changes needed, they just need to be on brush entities. Standard brush entities work perfectly fine in practice too, no special requirements.
Post a Comment