Nothing constructive to say in an Unrelated topic that doesn't interest you? Must be a new fad. I've got a lot of posting to do.
Watching this stream will enlighten you with artistic abstract wireframe formations. This man is a genius.
Currently running a stable 120FPS and I'm not even culling stuff yet (culling means not trying to render geometry a player won't be able to see anyway).
Did an incredible amount of work past few days, didn't stream because it was frustrating, slow and just not fun to watch. After like 1.5 days of work I finally got the calculations right to properly rotate models - thanks to the Quake 3-source, but it's still wonky, probably something weird in the game itself. I also implemented Lightmaps support for BSP, Terrain and Models - which was relatively easy. Next thing on my TODO is Fog and a Skybox to fully replicate the "MoH"-feel of levels.
On the contrary to my previous comments, when trying to get a job in the game industry or programming in general, having a portfolio of projects is really important!
i watched some of the videos, i have no idea what im watching but im jealous i don't know how to do this.
Added fog and a temporary skybox, the latter of which is going to be a pain to implement in Quake 3 style As well as transparency, as you can see on the trees. You actually have to render everything in a particular order to get it to show up properly.
I remember MoH:AA when I was much younger, have many fond memories and I really notice the changes in just those few screenshots over the original version. I can remember some of the levels very vividly, reminds me back of olden days before I played a videogame online or owned a gaming console. Made me reminisce and look for old games, found a few floppies, but none of my ole MoH:AA era PC shooters. I don't remember what I loved so much about MoH:AA, but it left fond memories so keep up the good work.
Yea, I noticed the actual lighting information (the ones used before lightmaps are pre-calculated) are still stored in the BSP-file itself, I can probably turn everything into real-time lighting! Which I guess is a pretty cool first step making MoHAA more modern, problem is though, the amount of lights is very limited. @bloodvizor: I have the same feelings of MoHAA, I started playing it when it was still on PS1 and just fell in love with its theme, music (Michael Giacchino <3), style, it's my all-time favorite shooter. Little known fact, most of the guys that worked on MoHAA later made Call of Duty 1 Michael Giacchino also made the score for CoD1. Original footage of the level in the screenshots: http://www.youtube.com/watch?v=85A56l6qlIA Music: http://www.youtube.com/watch?v=NTxn7kqLDSY
It's been a while, I'll probably start streaming again when my code is starting to mature. Been spending some time on it again last few days and made quite some progress! I added support for loading files from PK3-files at runtime, menu files, bezier patches, skyboxes as well as updated my fog implementation. It's really awesome seeing this game slowly coming to life in my own code.