Search found 88 matches

by bbmario
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...
by bbmario
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! :)
by bbmario
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.
by bbmario
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. :mrgreen:
by bbmario
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!
by bbmario
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.
by bbmario
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! :D
by bbmario
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?
by bbmario
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?
by bbmario
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...
by bbmario
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...
by bbmario
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.
by bbmario
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.
by bbmario
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! :grin:
by bbmario
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?
by bbmario
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...
by bbmario
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?
by bbmario
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?
by bbmario
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?