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Lots of changes were done to the post processing routines to optimize, reorganize and standardize all the different routines.

I've still got to implement a pointer table based postprocessing mode indexing system similar to the drawing mode indexing used for BSP surfaces, and I also want to give another try at combining the stretching and upscaling tables of the screen warping effect.

Other than that, the only things left to complete the implementation of the dynamic resolution scaling are the framerate-based viewsize calculator, and fixing the 2D GUI vertical offset bug that's conflicting with reduced viewport sizes.

The next version will be released before fixing that 2D GUI issue, to not cause any further delay.

Comments

Ironhell

Looks good, quite a few of these features I had planned to integrate into Kaos, an engine based on quake 1 I made back in 2005 that was the first quake based engine to move away from being a quake engine. I made a demo that looks just like your retro quad one I feel I can help you with retro quads funding in return for using its code to update Kaos Engine. I once used Makaqus skybox code if you recall back then. I’ve been following you since 2005 at dc emulation, sad to see you’re in such straights but maybe I can help. Been thinking maybe I can use Kaos engine for commercial games but maybe you can help me do this.

mankrip

That's very cool, but I need you to message me your Google Drive e-mail address for me to give you access to the releases.