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  • #46
    Hello mankrip,

    I saw your very active homepage but didnt spot any chance to download a WIP version of your engine.

    With screenshots like these, you are making me beg for a sneak preview:





    Do you have an estimation when we will be able to see these words on our own computers ?

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    • #47
      They know that it would be good, it also has a system of dynamic depth and background system fog (as in hl2), system of dynamic shadows (as in quake3) and if in case when you have a final version can also Include multiplayer support with Qw or NetQuake

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      • #48
        Originally posted by Seven View Post
        Hello mankrip,

        I saw your very active homepage but didnt spot any chance to download a WIP version of your engine.

        [...]

        Do you have an estimation when we will be able to see these words on our own computers ?
        I have no idea, but a couple years seems to be the minimum time I can predict at the moment. The first release should be pretty complete, I don't want to release betas.

        This year I want to implement at least HD texture support on skies, colored lighting, finish the texture format (there's a lot to do under the hood), optimize the renderer even further, and start planning a GUI overhaul.
        Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
        ==-=-=-=-=-=-=-=-=-=-=-=
        Dev blog / Twitter / YouTube

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        • #49
          Originally posted by mankrip View Post
          I have no idea, but a couple years seems to be the minimum time I can predict at the moment.
          That is quite a long time, yes. But if you keep us updated with your work and screenshots we somehow will survive this time.

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          • #50
            Implemented texture frame interpolation.
            Only works across texture frame images with identical properties; not all texture frame images in the explosive boxes have lumas, so it doesn't work on them.
            [ame]http://www.youtube.com/watch?v=699nzaKIw-E[/ame]
            Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
            ==-=-=-=-=-=-=-=-=-=-=-=
            Dev blog / Twitter / YouTube

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            • #51
              This looks very impressive. Hopefully work proceeds smoothly for you on this and we can all try this engine in the not so distant future.

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              • #52
                Looks amazing, look forward to testing it out!

                Keep up the good work.

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                • #53
                  oh my god, is there any engine for quake (except this one) capable to do texture frame interpolation?
                  i want to make it real for DirectQ or GLQuake, can you share how to do it?
                  i want i want i want uuuu yes =)
                  Hexen:Edge of Chaos: News - my most awaiting game
                  Qtracker - for easy searching of Quake and HeXen II servers
                  HeXen II: All Source Ports List - i am collecting everything for HeXen II
                  HeXen II Files - under development
                  Me at Facebook - want play hexen2 multiplayer write me
                  hexen2 ftp
                  hexen2 maps, mods, addons, etc, torrent

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                  • #54
                    Originally posted by WhiteMagicRaven View Post
                    oh my god, is there any engine for quake (except this one) capable to do texture frame interpolation?
                    Darkplaces.
                    Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
                    ==-=-=-=-=-=-=-=-=-=-=-=
                    Dev blog / Twitter / YouTube

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                    • #55
                      A reminder that Retroquad 0.1.0 has been released.
                      Graphical breakthroughs in the Retroquad engine (Click here for full size image) Luminance-Ordered Quadrivectorial Four-Way Quantization. AKA FWQ (Four-Way Quantization). It’s the key for the 8-bit...
                      Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
                      ==-=-=-=-=-=-=-=-=-=-=-=
                      Dev blog / Twitter / YouTube

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