Post B5oOFTgP2YVec1BFQ0 by linear@nya.social
 (DIR) More posts by linear@nya.social
 (DIR) Post #B5hXNuv1CY0SscOcts by linear@nya.social
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       trying to hammer my fork of the quake ii engine back into usable shape, and turn it into an actual thing with releases
       
 (DIR) Post #B5hYVS4IRxwtfmtPNY by linear@nya.social
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       i forked it off from the original source release, and was originally rewriting it in zig. i'm no longer doing that (zig is fine, it's just not ready yet). my main thing is that i want to retain, improve, and upgrade the software renderer beyond its original capabilities. and i already have (though i need to redo some of the improvements i did a few years ago, and did in a way i want to do differently, and lost source to those particular changes anyway)i also want it to support speaking to modern engines using modern protocols. longer term, likely including remaster features, including enhancing the software renderer as necessary to approximate new graphical features. i am working on this, first by replacing the network protocol code with that from q2proto (github.com/res2k/q2proto), which abstracts protocol versions so i don't have toi also still want it to remain highly portable and run on era-appropriate computers and operating systems where possible, unlike many modern forkshowever right now, due to un-rewriting it in zig, it only builds the dedicated server and the dedicated server is buggy
       
 (DIR) Post #B5jKOcRWT8ismQWYca by linear@nya.social
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       i got the game library building now, but there's missing symbols. i really hacked this thing up tbh, it's going to be a job to restore iti'd rather keep the history than start from the original sources again though
       
 (DIR) Post #B5jKd7URpiEV7po5Ue by linear@nya.social
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       i'm working in tandem now on both getting the client building (and writing sdl3 platform interface code to make that happen), and ripping out network protocol code to replace it with q2proto
       
 (DIR) Post #B5oOFTgP2YVec1BFQ0 by linear@nya.social
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       the dedicated server now not only builds and sort of runs, i can actually connect a clientand speaking of clients, that now builds too. it does not yet work, i need to finish the sdl3 code
       
 (DIR) Post #B5qzWVN26WVzOC1STI by linear@nya.social
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       the sdl3 code is now almost working. i need to finish a little bit of sound glue, actually copy the renderer output to the display surface, and fix a crash in the renderer. i'll still be left with the input code to deal with after that, but that's the easy partalso, bugfixes mean that the server now runs semi-reliably (there is still a bug with slick surfaces that crashes it. which i haven't bothered with yet because i'm probably going to be substantially rewriting some of the relevant code anyway)
       
 (DIR) Post #B5qzmSA7nepu4Yac9w by purple@nya.social
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       @linear ooooh this is exciting! vulkan!
       
 (DIR) Post #B5qzmSMB4qTefwEEwi by linear@nya.social
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       @purple oh no, no vulkan, software rendering only
       
 (DIR) Post #B5r0418L1zTJSN8448 by purple@nya.social
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       @linear for now
       
 (DIR) Post #B5r041IGR5PZx9lzXM by linear@nya.social
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       @purple after i stabilize the new engine architecture and features, i'm planning to mostly target opengl 1.2 and gles 1.0/1.1 as alternatives to the software renderer. and platform-specific ones as necessary for, e.g., old game consoles that have something uniquei'm not opposed to a vulkan renderer, but it is likely that someone else will have to contribute the bulk of it. however! i am keeping the render plugin system, unlike other engines, and the renderer api will easily be able to accommodate adding vulkan-based renderer implementations