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InsideQC Forums • View topic - Reimagining Some of the Engine ...

Reimagining Some of the Engine ...

Discuss programming topics for the various GPL'd game engine sources.

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Reimagining Some of the Engine ...

Postby Baker » Thu Aug 09, 2012 10:14 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Reimagining Some of the Engine ...

Postby leileilol » Fri Aug 10, 2012 2:08 am

Making WinQuake a bit more "Windows 95" like could be fun.

- Resizable display context (on GL this no doubt would be evil for reinitializing, but software should be fine and stretchable to anything above 320x200)
- A menu bar with options, video modes (ala Unreal and Jazz Jackrabbit 2)
- a custom title bar (ala Jazz Jackrbabit 2 and some other games)
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Re: Reimagining Some of the Engine ...

Postby Baker » Fri Aug 10, 2012 3:55 am

Me personally, I'm trying to imagine a world where maintaining multi-platform projects -- in particular Quake (although I'm kinda focused on the GL side) isn't such a son of a bitch [trying to keep in mind what Spike said about Q3 system agnostic input queuing].

But yeah, I'd kill for one of your above in software rendering. Fruitz of Dojo Quake actually does that on a Mac (running 320x200 software mode in a larger sized window like 640 x 400 or 960 x 600, etc.)

/Wishes the software renderer code wasn't such obtuse spaghetti as software rendering is completely multiplatform neutral.
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Re: Reimagining Some of the Engine ...

Postby r00k » Fri Aug 10, 2012 4:03 am

Once you start multi-platform support, this is a never ending task * 3.
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Re: Reimagining Some of the Engine ...

Postby Baker » Fri Aug 10, 2012 4:27 am

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