It was a busy night but I'm finally done building the new q2wdevenv.
In this update, I'll briefly talk about two of the major new features I've added to Quake2World.
Recently, having spent a handful of hours several weeks ago playing AprQ2, I was tempted to add stencil shadows to the Quake2World renderer. Stencil shadows are the result of re-drawing an object using a transform matrix to project the object onto a "floor," and using
GL_STENCIL_TEST so that the object appears as a silhouette.
If you haven't seen Quake2World in a while, here's a little tease of what you've been missing:
There has been a flurry of recent activity in Subversion lately, and I'm really happy to announce that the Windows build has been sorted out after a couple months of compilation issues. So, if you haven't updated lately, please do so and let us know what you think! Click through for a full list of changes.
I figured I should let everyone know that Quake2World is not dead. In fact, there have been a few flurries of development activity over the summer months which included:
Most recently, the OSX port has received a lot of attention from yours truly.
Necro is a FFA map best suited for 3-4 players. While Dies Irae also works for FFA, TDM is what it shines at. Check out the screenshots, update your Quake2world installation and try these maps now!
After some testing and bug fixing, I'm pleased to announce the release of the latest Quake2World Win32 development environment. All parts of the environment received updates, most notably all of Quake2World's dependencies were recompiled from source. Other changes include gcc 4.3.3 and the latest MinGW run-time and Win32 API. If you want to hack on Quake2World on Windows, this package is a must-have. It's also useful for other SDL-Based Windows development.
Download it here: http://maci.satgnu.net/files/q2wdevenv.exe
Last night [BTF]Jehar, host of the Tastyspleen.net TastyCast radio show gave me a 30 minute opportunity to explain Quake2World to the public. The interview covers my motivation for starting the project, the design goals which have brought us to where we are, and my anticipated direction for the future.
The interview will be airing each night this week on the TastyCast at 9:30pm EST, so by all means tune in.
Over the past couple weeks I've been poking at the physics code. When I started, it was some of the gnarliest looking spaghetti I'd ever seen.