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The limit that triggered the "mod_numknown == MAX_MODELS" engine error was completely eliminated now. The mod_known array was replaced by a subsystem using a chain of dynamically alocated arrays. This subsystem follows some of the same principles of the subsystem I created previously to eliminate the limit of efrags: dynamically extensible allocation with fast indexing and sparse linking, with no need for reallocation.

Another change in the engine is that negative dynamic lighting, which is used for shadows, won't be cast on liquid surfaces anymore.

The next version is coming soon, maybe tomorrow.

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