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I enjoyed reading this, I'm a graphics engine programmer by profession and I use GL3.3 on desktop and GLES2.0 on mobile, it's definitely better to learn a hardware accelerated rendering API than to use 2D software rendering for any game, it makes me happy to see someone else find this out too.
For your video problem if you're willing to go hard-core you might want to look up the ARB_pixel_buffer_object extension, these days it is a widely available extension for GL1.5+ devices, the idea is that you use a generic video decoder to decode to a buffer that is directly uploaded to a GL texture quickly, it is hard-core stuff though so there are not many tutorials, but if you're willing to invest the time it's worth investigating.
Good luck with everything!
I liked the concept, didn't like the engine it used though, it felt a bit too light and wobbly.
You really captured the art style nicely, though. It inspired me with a few of my projects, so thank you for showing us turbo-run and be proud that it inspired other developers with their projects.
Oh god I thought this was a 'project abandoned' post my heart stopped there
I thought the internet had matured beyond the ignorant comments below. How wrong I was.
- Win/Lin/Mac developer.
The thing is, the more we assist with accessing games on more platforms the more people play games on those platforms then the more traffic to modding websites and game development website from those people, just flat out ignoring a platform because of ~9% usage on a PC dominated website isn't smart, it's worth looking into and then judging where growth could happen.
As for Mac as a platform, more and more game development studios are using them now and I can't name a single studio I haven't worked at that didn't have a Mac in use as a development machine, xcode is a very powerful IDE and the tools is brings blows most choices out of the water, so Mac is a healthy place for code analysis and security testing.
April fool's, however it was a bit of an ambiguous one as some modders do have this mentality!
Completed it. It's so amazing. Loved every moment.
There are two or three moments of not knowing where to go (Minefield one of them, highlight the overhanging rocks to the hatch a bit better?)
There are about 5 big graphical errors, the dam has a massive missing triangle on the back side of it, nearest the end where the player first walks onto the dam, I fell off the edge and saw a massive hole in the world, the other big one for me is the opening tram, the tram model clips very badly with the side of the wall on the first turning.
Turn your flashlight on at the cliff-edge in surface tension and the sky box itself lights up (Looks like the textures drop a resolution?).
I noticed some incorrect bump-mappings on signage, like a flat-sign has bump maps where someone has just grey-scaled out a height-map?
There's also a few texture Z fighting and models overlapping.
The FPS drops massively in some areas and in those areas you can murder your machine by turning on the flashlight.
Overall, it's the world's greatest mod. It still feels like old half-life, so I don't think people who haven't played the original will enjoy this, also the music didn't work in some areas, it felt like the action music came on but you're in an empty room with no action going on.
The voice acting was amazing, my only sadness with voices is Eli's having a completely different accent, I can understand his voice sounding cleaner (Less gruff than HL2), but he actually gained a different accent with his pronunciation? Eli as a whole felt like a completely different character than in HL2, he seemed very cold towards the player and his facial expression was just blank.
This gets a solid 150% score, absolutely fantastic.
Does the lack of custom shader support not worry you? I can imagine this mod not really needing custom shaders, but if the need ever arose...
After trying the demo I'm still very impressed, I have one gripe and that's the stream times for data, it's partly my fault though, I have a very slow hard drive and my CPU is getting old, the rendering on land is rather sluggish, my GPU is quite top-end so I'm guessing my CPU is bottle-necking me.
I can think of some great applications for this tech, it would be brilliant to see where this goes in the future.
Thank you for this demo, I've been interested in this engine for a while so this can finally give me a direct opinion on it :)
Really can't wait :)
I may have been late to the party,
But my playing is full of my hearty,
On scoreboard I suck,
Head-shots are all luck,
...But if you give me a CS:GO key I can learn to play better, in that sense it's your fault I am bad because you haven't given me a key >:C
(Joke above in good spirits, unlike most players I don't mind waiting until full-release and I'm actually pretty good at CS, well, my mother says I'm good)
can't wait :D
More than you think actually, Portal 2 uses them to build large levels, Marathon trilogy uses impossible spaces EVERYWHERE as it was a feature of the engine
I don't like how the shadows stack, I'm guessing you will fix this one day?
I think one method is to combine the solid shadows together and then apply transparency to the mass, or clip both the shadows onto a straight-plane central to where they intersect.
Put it at the top, make the current selected choice a larger icon, at the moment it is simple and gives the impression of minecarft clone
Night levels with super purple and blue colours with orange light would look bon
Not much bloom on the lava, I feel that lava looks pretty hot when it blooms quite heavily onto the surrounding darker colours, AlephOne engine's lava bloom on Marathon 2 looks really hot with it's bloom.
I'd like to see more of the engine on the GPU, multi core support, soft shadows to replace the stencil shadows (At least soft edges) and anti aliasing support for AMD devices.
I like it, but to be honest it doesn't feel like it touches on the Retro vibe the art style gives, perhaps it's because of the full 360 degree freedom of movement?
I'm a programmer and I'm having a hard time finding artists!
Oh right I see now it was a theme they had to build around, how come some of them didn't even touch the theme?
about 400 of the games are about escaping from things
Doesn't convert to DX10, it uses enb a DX9 only mod
UE3 can definitely do volumetric light scattering (The technical name for it)
Thank you very much for posting this I've been looking for a plugin like this for a while!
Little Big Planet, Grand Theft Auto, Tomb Raider
I saw the car model WIP on polycount, I'll be following here also
A space trade sim would be brilliant on this.