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It looks like pretty good progress! Are you going to be implementing the Quake Virtual Machine (QVM) architecture so that your engine can run the Quake 3 game and its mods?



The goal is to create a Quake 3 like game, but with a destructible voxelized world (Ace of Spades doesn't do it for me). As you can see, and as others have commented, this is currently only a rough BSP renderer with almost-complete TTF rendering. Q3 is the inspiration, but my goal is for this is to be a different game.


If your goal is a voxelized world, what's your reasoning for starting with the Q3 BSP strategy, and not something more like Voxlap?


I went with BSP loading first because I'd like to voxelize arbitrary Q3 maps. It's planned to be a feature of the game to be able to load in any Q3 or QL map and be able to destroy it.


Have you looked at how the Sauerbraten engine works?


I've not. I will though.


Any tips for rendering text? I'm doing a similar project for Quake 2 with Julia[1]. I haven't tackled text yet, but I probably will need to soon.

[1]: https://github.com/jayschwa/Quake2.jl


I highly recommend looking at signed distance maps for text rendering. Relatively easy to implement and gives very good results even when drastically scaling the text to different sizes.

Potentially useful links:

http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_...

http://www.gamedev.net/topic/491938-signed-distance-bitmap-f...

https://github.com/OpenGLInsights/OpenGLInsightsCode/tree/ma...


My TTF rendering code is based off the examples provided here: http://en.wikibooks.org/wiki/OpenGL_Programming


I will be keeping an eye on this for sure now.




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