1. 07:19 18th Jun 2014

    notes: 1

     
  2. 06:21 27th May 2014

    notes: 1

    There’s going to be an announcement in the next weeks. Stay tuned.

     
  3. 02:29 18th Jan 2014

    notes: 1

    Anonymous asked: Angst must be a prerequisite for SW Quake dev.... you are not alone. It takes strength to say 'it's done' when it's done but I'm sorry to see this project stop. Makaqu was an inspiration when I first tried it years ago. That was the first time I looked seriously at SW rendering. It remains a unique way to see 3D worlds, each frame a pixel art masterpiece. The HW simulation of 'gl_nearest' can't capture the same delight and life. Best of luck and see you around inside3d. - Jeff Ford (qbism)

    Thanks.

     
  4. Just to address a point, I don’t see any good reason to update this anymore.

    Even though this engine didn’t get as good as I wanted and as far as planned, it’s pretty much where it should be.

    I even thought of doing something crazy like starting a Kickstarter project to raise funds to improve and port this engine to other platforms, but it’s pretty hard for one to do so when he doesn’t have control over his own mind. Depression makes it hard to work alone and anxiety makes it hard to work with others.

    It was good to train my skills though, and to learn a few tricks. Maybe that could be useful in the future.

    Feel free to do whatever you want with my code - it’s GPL, after all - and have fun.

    Peace out.

     
  5. Anonymous asked: Is it still possible to build Makaqu for Dreamcast? If not, what's the latest buildable version? Do you have a compiling tutorial somewhere?

    The latest version that will work on the Dreamcast is 1.5, but it’s unstable and consumes more RAM than the previous versions, so it can’t run some things (e.g. the official mission packs).

    So, the recommended version for the Dreamcast is the 1.3.1.

    There should be build instructions in one of the older posts in this blog. You need to install the DC Dev ISO R1 and modify a few files in it. Binaries build with later versions of the DC Dev ISO will not work.

     
  6. Anonymous asked: this is better than that bitchs engine of shit engoo. keep up the good work man

    First, I have a lot of respect for Leileilol, so I don’t approve the way you’re talking.

    Second, I’ve been uninspired. Updates will be done when appropriate.

     
  7. Anonymous asked: If someone provides you with a BroadBand Adapter, would you be interested in adding Network support? (Of any kind really).

    If I was still developing the Dreamcast version, I’d surely like to implement network play. But due to technical reasons, it is discontinued. Its code still remains in the source, but it won’t work beyond the credits screens anymore.

    The planned features and optimizations should require even more RAM, so it’s unlikely that a new DC version will ever be released.

     
  8. image: download

     
  9. A couple bugs.

    The MDL model textures/skins are padded now, but despite its skin vertexes being correctly offset, the texels are being mapped wrongly, similarly to the texture mapping in many GLQuake-based engines. I’ll try tweaking the algorithm to fix this.

    Also, after playing some different levels, a number of holes starts appearing in the armor model, due to memory corruption.

     
  10. After figuring out how to filter the MDL model shading, applying the same technique to dither the BSP lightmaps on the surface cache was quite straightforward.

    However, I’ve made a different kernel for this, as the kernel I’ve made for filtering the MDL gouraud shading didn’t look as smooth on lightmapped BSP surfaces. So, each kind of shading needs a different kernel for optimal results.

    An independent d_ditherlight console variable to control the shading dither has also been implemented. Menu option implementation still needs to be done.

     
  11. Just a comparison between different engines.

    In ToChriS, the code that changes the height of the viewmodel has been removed.

     
  12. Also dithered the gouraud shading, through kernel filtering. When combined with the texture dithering, the results are quite impressive.

     
  13. image: download

    Figured out how to implement kernel filter dithering in MDL models. However, it has the same “bleeding texels” problem of many hardware-accelerated engines, in which texels that are out of the texture’s triangles are used, resulting in lines with the...

    Figured out how to implement kernel filter dithering in MDL models. However, it has the same “bleeding texels” problem of many hardware-accelerated engines, in which texels that are out of the texture’s triangles are used, resulting in lines with the wrong colors, like the black line at the grunt’s shoulder in this screenshot.

    This could be fixed by clamping, but I’m against that as it would impact the performance.

    A faster solution would be to patch the texture, but that could give problems for models with overlapped texture triangles sharing the same texture regions.

    Plus, for triangles like the ones in the grunt’s shoulder, the patching would have to copy the texels from the texture region of the opposite triangle, instead of duplicating the texels of the triangle itself.

    By the way, the gouraud shading isn’t being dithered yet, but it could be.

     
  14. A simple screenshot to demonstrate Makaqu’s video aspect code. As you can see, the cropped block is perfectly square.

    This screenshot was taken with the pixel aspect set to “square” in the options.

     
  15. 07:36 16th Aug 2013

    notes: 2

    This will be the default character set for when conchars isn’t found. These characters are from the IBM’s codepage 437 CGA character set, which is fair to use since bitmap fonts can’t be copyrighted.

    This will be the default character set for when conchars isn’t found. These characters are from the IBM’s codepage 437 CGA character set, which is fair to use since bitmap fonts can’t be copyrighted.