Some screens showing off deluxe and bump mapping on Cardo's Torn Glory. The effect is intentionally overdone so that it's evident in still images. I owe LordHavoc for guiding me through this implementation, and taking the time to point out defects and shortcomings in my approach. Thanks very much, LH.
For the past week or two I've been attempting to add bump mapping to Quake2World's realtime lighting shaders. It's proven to be quite difficult; I've rewritten my shaders from scratch at least 3 times so far. Nevertheless, here are some carefully selected screenshots showing off way-overdone specular highlights on q2dm1.
(Sorry, these screens are no longer available.)
The Quake2World engine draws a fair amount of attention on account of its performance when compared to other Quake- and Quake2-derived engines. On certain hardware, it does benchmark as much as 400% faster than the Quake2 3.21 engine source, upon which it was originally based. And so I figured I'd take a moment to talk about some of my optimizations.
Jay's periodic mailing list updates haven't gone out in a couple months, so I thought I'd quickly mention a few things that have been recently implemented in Quake2World..
Quake2World picks up input settings from your environment via SDL. If you have mouse acceleration enabled in your desktop environment, it will also be enabled to that same extent in Quake2World. Mouse acceleration is a pesky little setting that often makes your mouse-input feel too fast and not very responsive while using slow mouse movements.
Here are is how to disable it in the usual major platforms. Be cautioned, your mouse will most likely feel slower in both your desktop and in your games.
Today, I've decided to do a quick comparison as to the difference in frames per second between Quake2World, R1Q2 with R1GL, and Alien Arena. This is not perfect or in-depth by any means, and does not represent the overall frames per second of each game. It was tested on the top edge of q2dm1, looking down at the tip of the lower age.
Today I presented a friend with Quake2World, he promptly responded with a question. He asked me "Why should I play Quake2World?"
That is a very loaded while valid question. This is my public response to that individual and others who may be asking the same question. It is not in-depth, just a summary of my personal feelings about the current state of some attributes of Quake2World, hopefully a justification as to "Why Quake2World?"
Phenax was kind enough to put together a new trailer for Q2W, showing off what the game looks like today. You can see the relatively new hardware based dynamic lighting implementation, the pluggable renderer at work, 3rd person view, and the materials system.