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Quake 3 player model with blender
Quake 3 player model with blender












quake 3 player model with blender quake 3 player model with blender

This seems kinda redundant, it’s changing one old horse for another and will only postpone the problems. Mediocre option: Switch to an engine that is just as old and less proven but doesn’t require any rewriting of code or porting of assets. For lighting, potentially switch to high-resolution vertex lighting (dense mesh – polycount is less of an issue today.) Move the visuals off technology and onto art style, it will benefit performance. If you want to step it up, abandon BSP for your levels and move them to modular meshes or something. Existing install base, comfortable niche. Pros: Not as much work, proven arena FPS engine. Go for an even more comicky/clean art style (see Warsow.) Cut everything that isn’t up to scratch from the game (maps, game modes etc), then focus work on improving and unifying the remaining core, especially gameplay, and polish it to a mirror shine. Having to potentially rewrite the gamecodeįrom my point of view, there are several possibilities in such a situation: OptionsĬonservative option: Keep Darkplaces and work around the limitations.I understand that there are several problems atached to the decision.

quake 3 player model with blender

You’re switching one old engine that is stable, relatively feature rich and proven to work for arena FPS for another that’s also old and perhaps less proven. An arena FPS is fast first and foremost, and needs excellent netcode to accomodate many players at a low ping second, right? I don’t see that in the Doom 3 engine. Knowing Doom 3’s lighting model doesn’t improve this impression. Looking at Doom 3 multiplayer, nothing screams “awesome arena FPS engine” at me. Yeah, I know, the Dark Mod, but that’s not really enough to prove the viability of a game engine for a totally different game. However, in switching from one Quake-based engine to another, aren’t you replacing your old warhose with an equally old one that has a slightly different colour? Quake 3 is almost as old as Quake, folks.Īnd while idtech4 might seem like a halfway visually-competitive idtech engine, keep in mind that it is over ten years old as well and equally unsupported and unproven. So to future-proof a game, moving to a new engine seems like a good plan. Also, Darkplaces doesn’t seem to be in active development currently. However, the gap between Darkplaces and Unity or Unreal is huge at this point. Xonotic currently uses Darkplaces, which as Quake-derived engines go is probably one of the most stable, feature rich, and bug free options.

quake 3 player model with blender

Again in my opinion as a that is a very bad idea. I’ve also read that they are looking at some Quake 3 based engine. In my opinion as a longtime user of hotrodded Quake engines, that is a reasonable idea. I’ve read at the Xon forums and elsewhere that they’re strongly considering a move to a different engine.














Quake 3 player model with blender