@Man, I really wish you were coding for Quake!
Well, that's sort of the point. My engine will do things quake engines don't do. It already does. There will be numerous reasons NOT to use a quake engine to build games when I am done. Games made in my engine won't work in a Quake engine unless some engine coder starts updating a quake engine to do the things my engine does. Do you know, you can use .obj for worlds in my engine and completely forget about BSP anything if you want. There are some pretty serious implications in doing this, mostly dealing with light but, it's in there and ready to go. Also, if you use obj I have collision detection ready to go via a physics engine. Technically, I could mostly build a properly functioning game right now if I just stop fucking with BSP.
I post about a lot of things here but, I don't post about everything. I even have a physics based collision detection working off of height maps... There's a lot more going on here than y'all know and I can't take credit for all of it cause some of this is built into my 3d api but, I have added plenty plenty on my own.
Well, that's sort of the point. My engine will do things quake engines don't do. It already does. There will be numerous reasons NOT to use a quake engine to build games when I am done. Games made in my engine won't work in a Quake engine unless some engine coder starts updating a quake engine to do the things my engine does. Do you know, you can use .obj for worlds in my engine and completely forget about BSP anything if you want. There are some pretty serious implications in doing this, mostly dealing with light but, it's in there and ready to go. Also, if you use obj I have collision detection ready to go via a physics engine. Technically, I could mostly build a properly functioning game right now if I just stop fucking with BSP.
I post about a lot of things here but, I don't post about everything. I even have a physics based collision detection working off of height maps... There's a lot more going on here than y'all know and I can't take credit for all of it cause some of this is built into my 3d api but, I have added plenty plenty on my own.
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