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Makaqu

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Makaqu

Postby mankrip » Mon Apr 12, 2010 2:47 am

Last edited by mankrip on Fri Jun 04, 2010 11:22 pm, edited 3 times in total.
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Postby leileilol » Mon Apr 12, 2010 3:47 am

Add "Port to DOS" in there :)

You'd have to then truncate the long filenames, cook up a make file, etc. but it's still very possible to get it into DOS no matter how advanced the engine is. Hexen II's best port had a DOS version (H2 never was a DOS game)

If you do make Dreamcast hardware support in there (SGL api) you could hack in PowerVR PCX-2 support as well even though no one uses that card but me! But if you get one of those crappy cards (Apocalypse 3Dx) and optimize for that, it'll benefit the Dreamcast as well since the chip in that is a direct successor with the same features, plus blending. Good luck turning leafs into infinite planes, though... also remember, vertex lighting will help a ****lot**** for this chipset, so you'll also have to come up with a good implementation to translate lightmap to vertex.

Forget about ADX and MP3 streaming, that's very very patented.
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Postby mankrip » Mon Apr 12, 2010 3:51 pm

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Postby frag.machine » Mon Apr 12, 2010 4:14 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby mankrip » Mon Apr 12, 2010 9:21 pm

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Postby Spike » Mon Apr 12, 2010 10:36 pm

.
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Re: Makaqu

Postby Baker » Fri Apr 16, 2010 4:54 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby mankrip » Sun May 16, 2010 6:53 pm

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Postby mh » Sun May 16, 2010 11:49 pm

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Postby leileilol » Fri May 28, 2010 6:50 am

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Postby R4mb0 » Sun May 30, 2010 12:11 pm

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Postby mankrip » Thu Jun 03, 2010 7:21 pm

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Postby frag.machine » Thu Jun 03, 2010 7:55 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby leileilol » Thu Jun 03, 2010 8:57 pm

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Postby mankrip » Sat Jun 05, 2010 4:17 pm

Exactly. As I said, I didn't figure out the full effect yet, mostly because it was just a quick experiment I did years ago.

Those screenshots are from thread.

Right now I'm going to do some experiments with the sky renderer, there's something I want to change in it.

[edit] What I wanted was to:
- Make the lower part of the sky sphere scroll backwards.
- Flip the texture of the lower part of the sky sphere.

This should be enough to make the sky truly rotate, instead of splitting and merging into itself at the horizon.

However, I don't even know the name of the algorithm they used to draw the sky as an oval. was the best info I could find about it, but I don't understand it yet; gotta do some more tests.

Ideally, the sky should scroll in a trajectory that reminds of the lines of a shell turned on its side (its current trajectory seems to be somewhat different to that, though I'm not sure why):

Image

[edit 2] Opened a blog for this project: http://makaqu.tumblr.com/
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