nxMakaqu v2.0 in the works !

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nxMakaqu v2.0 in the works !

Post by Christuserloeser » Sat May 08, 2010 6:54 pm

In a post at Inside3D, Manoel "Fragger" Kasimir announced v2.0 of Makaqu (aka nxMakaqu), his enhanced multi-platform Quake engine:
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:
  • 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.
And the wish list:
  • 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.
Work in progress:
  • Dreamcast controller's analog stick bugfix (untested).
Current changelog:
Insane homebrew collector.
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Re: nxMakaqu v2.0 in the works !

Post by mankrip » Thu Jun 09, 2016 5:48 pm

It's interesting that I actually achieved some of the improvements in those lists:
  • 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).
These ports are simply off of my plans now. No point for me in doing them, given the current goals of my work:
  • Port to flash.
  • Port to DOS.
  • Port to Wii.
  • Port to Nintendo DS.
  • Port to PSP.
Some notes about the rest:
  • Hardware rendering on the Dreamcast.
  • Support for the Dreamcast lightgun.
What was to become Makaqu 2.0 eventually became Retroquad. And Retroquad has some very different goals, which simply can't be achieved on a Dreamcast, so Dreamcast support was discontinued.
  • Proper implementation of Fightoon's features.
Cel shading is still in but it isn't a priority anymore. Also, the support for using 3D models as shadows has been removed. I've got no plans for another game with a cartoony visual style right now.
  • QuakeWorld support.
There's no point in supporting QuakeWorld (or even regular "Net"Quake) multiplayer, because a software-rendered engine can't compete with the framerate of hardware-accelerated engines.
  • Get the hardware renderer working.
  • 16/32 bit color software rendering.
I've actually developed a set of visual improvements that makes these goals mostly pointless.
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.
8-bit indexed colored lighting is still planned, but the hardware-accelerated and direct color versions aren't.
  • General stability and mod compatibility improvements.
This was something dumb of me to list, it's obvious stuff that should be continuously pursued.
  • WAV/MP3/OGG/FLAC/ADX streaming and CDDA replacement.
Only OGG support is still planned.
  • Finish improving the controller support in Windows.
  • Port to Linux.
  • Port to Mac.
Maybe someday, but I don't have a reason to pursue these goals anytime soon.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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