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Retro game engine for developers that enjoy creating games like it's 1997

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11–20 of 124 posts

Re: Retro game engine for developers that enjoy creating games like it's 1997

#11
post #9

> Removal of OpenGL Huh. I suppose CPUs are fast and all, but still seems odd to replace perfectly good OpenGL renderer with SW rendering.

Agreed... I'm a little surprised they wouldn't adapt to work/build to wasm+webgl target. It seems to me that could make a pretty good cross platform base.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#12
This is great. I remember back to the late 90s when I was busy hacking gamex86.dll to customise my Quake2 Death-matches with my friends.

One thing I wonder about this release is though - the Original Quake2 engine had a very fixed palette and also some odd lighting that always skewed the palette to a brown tint - does qengine fix this?

Also... Bonus... Some Quake2 maps, that I made way back: http://www.jaruzel.com/blog/my-quake2-maps

Re: Retro game engine for developers that enjoy creating games like it's 1997

#13
post #5

Super cool. I always loved that mid-90s 3D look. I'm familiar with how the GPL applies to regular system/web software, but I haven't had experience with it and game engines before. Since this engine is GPL-licensed it seems like any game built with this engine would then also need to be GPL-licensed, correct?

> Since this engine is GPL-licensed it seems like any game built with this engine would then also need to be GPL-licensed, correct? Yes, mostly correct. In order to comply with the GPL, and distribute game binaries, you need to make the source to any game you make with it available under the same terms. Technically that does not mean that you have to distribute the game under the GPL, but in practice that's how you w…

Could just release the game engine binary with a separate loader for assets and license check... Utilizing steam for distribution and in game features could help too.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#14
post #9

> Removal of OpenGL Huh. I suppose CPUs are fast and all, but still seems odd to replace perfectly good OpenGL renderer with SW rendering.

The software renderer of Quake 2 has a very unique look that is hard to reproduce with shaders. Limitations are part of the fun. Games can use the existing Q2 palette, create their own, or use the palettes from Doom, Duke Nukem or Q1.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#15
post #9

> Removal of OpenGL Huh. I suppose CPUs are fast and all, but still seems odd to replace perfectly good OpenGL renderer with SW rendering.

Agreed... I'm a little surprised they wouldn't adapt to work/build to wasm+webgl target. It seems to me that could make a pretty good cross platform base.

Having no OpenGL makes an HTML5 port even easier.

Re: Retro game engine for developers that enjoy creating games like it's 1997

#17

Earlier quoted context omitted.

Agreed... I'm a little surprised they wouldn't adapt to work/build to wasm+webgl target. It seems to me that could make a pretty good cross platform base.

Having no OpenGL makes an HTML5 port even easier.

Wouldn't opengl be closer to webgl?

Re: Retro game engine for developers that enjoy creating games like it's 1997

#18

Just a few days ago I was searching on how to implement a software renderer. I remember enjoying the software rendered of quake much more than the opengl version. Great project!

If you dig software rendering:

https://github.com/ssloy/tinyrenderer

https://www.youtube.com/watch?v=HQYsFshbkYw

https://www.youtube.com/watch?v=Y_vvC2G7vRo&list=PLEETnX-uPt...

https://www.amazon.com/Tricks-Programming-Gurus-Advanced-Gra...

Re: Retro game engine for developers that enjoy creating games like it's 1997

#19

Earlier quoted context omitted.

Agreed... I'm a little surprised they wouldn't adapt to work/build to wasm+webgl target. It seems to me that could make a pretty good cross platform base.

Having no OpenGL makes an HTML5 port even easier.

How so? emscripten already supports WebGL
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