December 2011
2 posts
Thinking about long term plans for this engine, the idea of doing an Android port is looking promising. There are a few Quake ports for Android already, so it’s not unknown territory, and the hardware specs for Android devices seems to be raising really fast, so it shouldn’t be hard to achieve a good performance. Also, the idea of distributing original games powered up by this engine...
Dec 31st
I’ve found a little silly bug preventing some loops to be unrolled, so the ordered dithering code got a bit more optimized. On the other hand, I’ve found a way to make the dithering scale well in any resolution. Doing so reverted most of the speed gain from the unrolling, but the point is that there’s no need to keep multiple ordered dithering algorithms anymore, which makes...
Dec 20th