In 2020 I continued working on rendering for Clover’s Toy Box.
Continue reading Clover’s Toy Box 2020Category Archives: Technical
Clover’s Toy Box 2019
This year a lot of progress has been made on geometry and text rendering for Clover’s Toy Box.
Continue reading Clover’s Toy Box 2019Merging Process: CGame Lighting Control
Insight into the Q3/RTCW/ET/EF/JK2/JA/etc engine merging process for Spearmint.
Not feeling quite ready to take on Spearmint issue 135, I decided to add support for Elite Force’s RF_FULLBRIGHT (used by holodeck door at level start). I quickly decided to generalize cgame’s control of ambient light.
Why is there a UI virtual machine?
Over the last four years since I started modifying ioquake3, there have been occasions when I’ve wondered why Quake III Arena has separate UI (user interface: main menu, pause menu) and cgame (client-game: HUD, world scene generation, movement prediction, etc) virtual machines. They both run on the client and duplicate various code between them. Merging them had crossed my mind, though I hadn’t ever given it serious thought.