June 2011
2 posts
Dithering becomes really easy to implement once you get the hang of it. However, even though the current algorithm implemented in Makaqu works well, its results aren’t as smooth as they could be. The main problem lies in the textures’ borders. Skyboxes are comprised of a single tri-dimensional texture split into six different images, so ideally the error diffusion for each of those...
Jun 24th
Makaqu development has stalled. In the worst case, I’ll just have to wait another six months before being able to work on it properly again. Anyway, an insight into my designs for this engine: When I look at it, and wonder what it should become, I usually think something along the lines of “what if Id Software could have just froze time for as long as they wanted, and kept working on...
Jun 9th