Search found 88 matches
- Wed Sep 18, 2019 7:52 pm
- Forum: Programming Discussion
- Topic: What is the SH intrinisc library?
- Replies: 3
- Views: 754
What is the SH intrinisc library?
I was reading the UrbanChaos source code, specifically the DC parts, and I found out some optimizations like this: https://github.com/dizzy2003/MuckyFoot-UrbanChaos/blob/81aa5cfe18ef7fe2d1b1f9911bd33a47c22d5390/fallen/DDEngine/Source/Matrix.cpp#L25 Those functions do not exist on the codebase, but s...
- Wed Sep 18, 2019 7:42 pm
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire Early Access Beta Released To Public
- Replies: 56
- Views: 42359
Re: In The Line Of Fire Early Access Beta Released To Public
@PH3NOM please come back! The DC community needs your ingenuity and presence!
- Tue Jul 30, 2019 3:18 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: ALdc 1.0 Released!
- Replies: 1
- Views: 783
Re: ALdc 1.0 Released!
You are a beast, sir. Thank you.
- Wed Mar 20, 2019 10:26 am
- Forum: Programming Discussion
- Topic: OpenGL 1 collision tutorial
- Replies: 1
- Views: 541
OpenGL 1 collision tutorial
Does anyone know any good OpenGL 1 collision tutorial? I've been looking into physics engines but I think that's an overkill for my project, specially on the DC. Initially I'm looking for some efficient collision tutorial, and then I'll try to fake some physics.
- Fri Mar 15, 2019 9:42 am
- Forum: Programming Discussion
- Topic: GLdc - Call for testers!
- Replies: 50
- Views: 9768
Re: GLdc - Call for testers!
This is just insane. Congratulations!
- Thu Oct 18, 2018 10:45 am
- Forum: Programming Discussion
- Topic: GLdc - Call for testers!
- Replies: 50
- Views: 9768
Re: GLdc - Call for testers!
Just wanted to thank you for all the hard work on this. It enables more people to work on the DC and that's just fucking amazing. You rock.
- Thu Oct 18, 2018 10:41 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Is there any interest in an updated Quake engine?
- Replies: 25
- Views: 10369
Re: Is there any interest in an updated Quake engine?
This is amazing! Makaqu is coming back!
- Thu Oct 18, 2018 10:41 am
- Forum: Programming Discussion
- Topic: What 3D model format do you use?
- Replies: 1
- Views: 785
Re: What 3D model format do you use?
Also curious about this. Is MD2 optimized enough for the DC?
- Thu Jan 04, 2018 1:53 pm
- Forum: Programming Discussion
- Topic: Want a coder's cable (DC serial to DB9) ?
- Replies: 10
- Views: 2455
Re: Want a coder's cable (DC serial to DB9) ?
Is there any tutorial around on how to wire it up internally?
- Tue Aug 29, 2017 10:29 am
- Forum: Programming Discussion
- Topic: Building a DC development environment
- Replies: 1
- Views: 789
Building a DC development environment
So, i've been using lxdream to test a couple of my demos and so far it works great. I have a bunch of commands on my makefile so i just get to run F5 on sublime and i get the game running. However, i fear that when i finally get to the console, everything is going to go south on me. What kind of har...
- Tue Aug 29, 2017 10:26 am
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire Early Access Beta Released To Public
- Replies: 56
- Views: 42359
Re: In The Line Of Fire Early Access Beta Released To Public
If PH3NOM releases his code, the community can quickly turn that into an engine. Given that it supports Q3 BSP, many modders would be able to make good content for projects. I think it would be great for the homebrew community. Look at what happened to the PSP one when they ported quite a few Q1 eng...
- Wed Aug 23, 2017 4:07 pm
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire Early Access Beta Released To Public
- Replies: 56
- Views: 42359
Re: In The Line Of Fire Early Access Beta Released To Public
Just curious, PH3NOM... why don't you release the source-code under the GPL? It would be an amazing sample project for the KOS project and would help keep the DC homebrew community alive.
- Sat Jun 03, 2017 9:50 pm
- Forum: Programming Discussion
- Topic: Current best way of handling 3D with KOS?
- Replies: 3
- Views: 972
Re: Current best way of handling 3D with KOS?
What would you recommend for someone starting a small game? I'm doing a clone of flappy bird to learn more about the DC flow and also the right libs.
- Sat Jun 03, 2017 9:42 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3431
Re: Shadows/Lights example?
Thank you for the info!
- Fri May 19, 2017 3:44 pm
- Forum: Programming Discussion
- Topic: Current best way of handling 3D with KOS?
- Replies: 3
- Views: 972
Current best way of handling 3D with KOS?
Is bogglez/libgl15 the most modern way of working with 3D in KOS? Should we use the included samples as base or something from the forums?
- Fri May 19, 2017 3:38 pm
- Forum: Programming Discussion
- Topic: Script for automatically converting textures to best format
- Replies: 18
- Views: 3267
Re: Script for automatically converting textures to best for
This is so amazing, thank you!
- Fri May 19, 2017 3:37 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3431
Shadows/Lights example?
Is there a shadow mapping example in KOS or from any opensource project in the community? I'm having a hard time trying to render lights in my scenes. I'm not looking for fancy stuff, just something like this: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ Or: http...
- Tue May 31, 2016 10:09 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22613
Re: Quake 3 lightmaps - PVR Multi-Texture
I have a quick question about the Q3BSP_RenderArraysMultiTex() method. You seem to be using GL_TEXTURE0_ARB and GL_TEXTURE1_ARB, but you use renderNode.data[0].uv.x and renderNode.data[0].uv.z for each. Why is that?
- Mon May 16, 2016 9:46 pm
- Forum: Programming Discussion
- Topic: C++11 supported?
- Replies: 3
- Views: 983
Re: C++11 supported?
Does KOS support GCC 5.3?
- Mon May 16, 2016 5:42 pm
- Forum: Programming Discussion
- Topic: C++11 supported?
- Replies: 3
- Views: 983
C++11 supported?
Does the KOS kit support C++11 features such as shared_ptr and auto?