Author Topic: Engine upgrade possiabilities  (Read 1830 times)

afortier

  • Stingray
  • Posts: 86
Engine upgrade possiabilities
« on: June 12, 2006, 12:18:17 PM »
Q2BSP (CURRENT)
--------------------------
Q3BSP:
high-level shader language
fog rendering
advanced lightmaps

VALVE 220 (HLBSP):
Materials (Primative Stage)
Specific gibs per material
Specific sound per material
Better water movement

Q4BSP:
MegaTexture technology
dynamic range rendering

VENGENCE (UNREAL2):
per pixel lighting
bump mapping
pixel shaded water
improved terrain texturing and lightmapping
highly optized terrain detail mesh renderer

jitspoe

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Re: Engine upgrade possiabilities
« Reply #1 on: June 12, 2006, 02:17:01 PM »
Our own format:
Best of all worlds.

:)

Per-material sounds are not really dependant on the level format.  That can already be done in Quake2.  Shaders (rscripts) and fog are already in Paintball2.  The problem with some of the new formats is that they're designed solely for dynamic lighting, which many players' machines can't handle.  I actually had a thread on this topic here: http://dpball.com/forums/index.php?topic=436.20

I've pretty much decided to work off of Quake3's format, though.  It may be a while before I get to that point.

afortier

  • Stingray
  • Posts: 86
Re: Engine upgrade possiabilities
« Reply #2 on: June 13, 2006, 08:18:37 AM »
You will have dual format support though... Right? Q2+3? Maybe even Q1-3?

jitspoe

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Re: Engine upgrade possiabilities
« Reply #3 on: June 13, 2006, 02:09:14 PM »
It depends how feasible it is.

afortier

  • Stingray
  • Posts: 86
Re: Engine upgrade possiabilities
« Reply #4 on: June 14, 2006, 04:17:37 AM »
Ah, it would be nice for Valve 220 (Half-Life 1) support as well.