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Mark VI
Continuing discussion from Mark V thread, (http://www.celephais.net/board/view_thread.php?id=61375&start=2427) regarding clone on github: https://github.com/victorbstan/mark_vi

Perhaps to clarify for newcomers: I like the Mark V engine and wanted to contribute some bug-fixes/updates as I am able to, as well as invite further contribution from anyone interested in helping the engine development and testing by using GitHub as collaboration and distribution platform.

I've updated the build/dev tools to use the latest Visual Studio 2019 Community edition (free).

My ambition regarding this engine is modest, as I think it's a pretty good package overall. However I do want to focus on making it even more versatile and customizable for modders to have complete control over the look of the engine and use it as a platform for making new games.

Performance wise, some issues have been inherited as they are, from the original Mark V engine.

The most noticeable ones have been:
* Fire input registration/lack of
* Sprite performance issues in mods with many sprites
* Transparent water / texture performance issues
* Limited compatibility with very large maps

These issues are likely not the only ones, or even the highest priority, but they have been noted, and I want to keep discussion and development open to addressing them.

Some of these points will be easier/harder for me to address personally, so I will seek input from the community.
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Any Chance... 
to make at least small adjustments to the code, e.g. prevent resolution change underwater in WinQuake?

I mean, we have the code on Github now since over a year, but nobody seems to be interested in doing anything with it, at least increasing limits or fixing small stuff. Which is sad. I would do it by myself if I could. 
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