On 01/18/2010 10:33 AM, [email protected] wrote:
This comes to the goal of ioQuake3, whether to get a strong and robust
client for Quake3 and derived mods. Or to make an engine to create new
games
with.
These are completely different paths.
And also the player aimed by the engine, casual players who got "amazed"
by
2 visual effects and will have forgotten the game after 3hours of play or
regular players who wants something that works fine, is clean and
tuneable.
But If there can be the use of newer technologies to accelerate the
renderering it could be an interesting testing. I really enjoyed being
able
to play Urt without to many framedrops (with iourt), thing i couldn't get
with the classic rendering way.
Well, you can always look at it from this perspective.  If there's ever
work done for a modular rendering system, you could have something like:

legacy
performance (legacy effects limits but new performance)
new (good performance and exposure to new effects)
mobile
cellshaded
ascii
raytraced
etc.

Since your concern seems to be in part that new effects will look ugly
with old media, if someone were so inclined they could make a renderer
that renders the same but has better performance--artificially limit the
new special effects like HDR or normalmaps.

I know that putting in a modular rendering system is nontrivial.  If I had
the skillset I would do it myself but I don't so all I can try to do is
convince others that it's a worthy thing to implement.  If I had the
money, I would pay someone else to do it, but I don't so again back to the
words bit.  I am convinced that it's the best route forward for ioq3,
though, as it would keep the existing stuff around and compatible and
provide for the future.  You could even keep all non-legacy renderers on
the patches page so the main svn only had the pure, older renderer
included by default.

...and then y'all can add MD5 support!  ::cough cough::  ;)

Monk.
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http://www.phoronix.com/scan.php?page=news_item&px=ODAwOA an article about quake3 and opensource from phoronix, might be worth including with reference on the wikipedia page. The article references a google code page for android port of ioquake3. http://code.google.com/p/kwaak3/ Not sure how all that works but I though it would be good for inclusion.
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