Huge
I guess they're not using direct-sound / direct-input. Is there any issues about (not) using them apart from the extra coding.
No Issues
#2 posted by Baker on 2009/12/21 22:07:26
More or less, this is an extra level of insulation against bad drivers.
OpenGL driver bad or not installed? Windows 7 OpenGL performance is terrible? Bug X, Y, Z in the driver? No long a killer or source of aggravation.
MH's wrapper version 1 took about 6 hours for me to add to another engine.
The final one requires maybe a good 10 minutes (sounds so hard to believe, yet true), the wrapper is written that well.
Really although I think what MH did is an incredible think for Quake, I think the implications of this really go a bit beyond Quake or at least could.
I am thinking that many non-Quake games that used the OpenGL 1.1 or OpenGL 1.2 API set could be nearly insta-converted to DirectX API (Direct3D).
I mean Quake uses a large set of OpenGL 2D functions and 3D functions.
I See He Didn't Do...
#4 posted by Gleeb on 2009/12/22 18:20:50
GQ! The best engine evar! >:(
Yeah...
#5 posted by
metlslime on 2009/12/22 21:53:24
what would we do without features such as "fish spleening" and "hand"
Hmm
#8 posted by
nonentity on 2009/12/23 09:24:15
Nice work. Certainly makes the game run a hell of a lot faster on my laptop. (ie, I can play quake on my laptop now :)
Unfortunately it seems to cause firstly some strange hue/saturation distortion (this may be my settings, will test), and more importantly, some strange glitching of polys. Looks almost like individual polys are breaking from their verts and 'jumping' slightly. I will do some testing/footage capturing/more informed description when I'm not rushing about.
Still, at least I can run high end maps, so it's an improvement :)
(intel x4500 gma btw)