I'm working on Makaqu, aiming for a 2.0 release.
Here's the to-do list so far, from the top of my head:And the wish list:
- General stability and mod compatibility improvements.
- Get the hardware renderer working.
- Finish improving the controller support in Windows.
- Proper implementation of Fightoon's features.
- Alpha blending for BSP models.
- Automatic generation of blendmaps.
- 16/32 bit color software rendering.
- 8-bit colored lighting in software.
- 16/32 bit colored lighting in software and hardware.
- Brown/custom colored tinting of the menu background.
- Better support for multiple resolutions (HUD/menu/console scaling, custom screen aspect, etc.).
- Port to flash.
- Port to Linux.
- Port to DOS.
Work in progress:
- Hardware rendering on the Dreamcast.
- Support for the Dreamcast lightgun.
- BSP texture dithering on the software renderer.
- WAV/MP3/OGG/FLAC/ADX streaming and CDDA replacement.
- QuakeWorld support.
- Port to Mac.
- Port to Wii.
- Port to Nintendo DS.
- Port to PSP.
Current changelog:
- Dreamcast controller's analog stick bugfix (untested).
- reckless' depth sorting of entities (from http://forums.inside3d.com/viewtopic.php?p=22096#22096 ).
- SV_TouchLinks fix ( from http://forums.inside3d.com/viewtopic.php?p=23999#23999 ).
nxMakaqu v2.0 in the works !
- Christuserloeser
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nxMakaqu v2.0 in the works !
In a post at Inside3D, Manoel "Fragger" Kasimir announced v2.0 of Makaqu (aka nxMakaqu), his enhanced multi-platform Quake engine:
Insane homebrew collector.
- mankrip
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Re: nxMakaqu v2.0 in the works !
It's interesting that I actually achieved some of the improvements in those lists:
Here's an screenshot from a hardware-accelerated engine (QuakeSpasm) and another from my 8-bit color software-rendered engine (Retroquad). Multiple steps of dithering, color correction and brightness correction brings this software renderer close enough to the quality of hardware rendering. Mipmaps in Retroquad are still going to be improved, using a new texture format I've developed for per-pixel dithered quantization of colors.
- Alpha blending for BSP models.
- Automatic generation of blendmaps.
- Brown/custom colored tinting of the menu background.
- Better support for multiple resolutions (HUD/menu/console scaling, custom screen aspect, etc.).
- BSP texture dithering on the software renderer.
- Dreamcast controller's analog stick bugfix (untested).
- Port to flash.
- Port to DOS.
- Port to Wii.
- Port to Nintendo DS.
- Port to PSP.
- Hardware rendering on the Dreamcast.
- Support for the Dreamcast lightgun.
- Proper implementation of Fightoon's features.
- QuakeWorld support.
- Get the hardware renderer working.
- 16/32 bit color software rendering.
Here's an screenshot from a hardware-accelerated engine (QuakeSpasm) and another from my 8-bit color software-rendered engine (Retroquad). Multiple steps of dithering, color correction and brightness correction brings this software renderer close enough to the quality of hardware rendering. Mipmaps in Retroquad are still going to be improved, using a new texture format I've developed for per-pixel dithered quantization of colors.
- 8-bit colored lighting in software.
- 16/32 bit colored lighting in software and hardware.
- General stability and mod compatibility improvements.
- WAV/MP3/OGG/FLAC/ADX streaming and CDDA replacement.
- Finish improving the controller support in Windows.
- Port to Linux.
- Port to Mac.