Just a short update video of some stuff that’s still in progress for the #RAWEngine. Added support for the #raycast vehicles. Added some basic weapon and the player control systems.
The “Model Importer” is an integral part of the #RAWEngine editor. It is mainly using the #Assimp library for the waraity of supported model formats. But for the FBX models I’m using the Autodesk FBX SDK.
The goal is to be able to support some older device that lacks the VTF (Vertex Texture Fetch) hardware feature. In this case I found the “GeoMipMapping” to be the most suitable LOD algorithm. For the newer devices I would consider using the CDLOD algorithm. This video just shows some ruff implementation. There is still some work that needs to be done. There are still some seams visable. Still need to do some optimizations and implement some LOD morphing stuff. The GeoMipMapping LOD algorithm is based on the document: “Fast Terrain Rendering Using Geometrical MipMapping” https://www.flipcode.com/archives/art…
Landscape and Android platform testing.
A short video of the in-development #RAWEngine#Editor that is being written in C++ using the #Qt framework.
Some early experimentation on implementing neworking support for the #RAWEngine project. In the left side you can see a vanilla #Quake2 and the player character that is actually controlled from the #RAWEngine client (window on the right) connected to the #Quake2 server. The goal of all this is just to have some quick starting point for experimentation, inspiration and fun. #RAWEngine does not use any of the actual #Quake2 code. It is just using the same networking protocol rules. The #RAWEngine will use it’s own networking protocol in the near future. Disclaimer: In the #Quake2 window you can see that the player character is able to crouch and jump, but in the #RAWEngine client window player is not performing those actions. This is because the visual side of those actions are not implemented on the #RAWEngine, but actual commands are still sent to the #Quake2 server.
A short video from the #RAWEngine in-development landscape system using camera frustum bounded infinite chunks.