In this update, I'll briefly talk about two of the major new features I've added to Quake2World.
Recently, having spent a handful of hours several weeks ago playing AprQ2, I was tempted to add stencil shadows to the Quake2World renderer. Stencil shadows are the result of re-drawing an object using a transform matrix to project the object onto a "floor," and using GL_STENCIL_TEST so that the object appears as a silhouette.
If you haven't seen Quake2World in a while, here's a little tease of what you've been missing:
There has been a flurry of recent activity in Subversion lately, and I'm really happy to announce that the Windows build has been sorted out after a couple months of compilation issues. So, if you haven't updated lately, please do so and let us know what you think! Click through for a full list of changes.
I figured I should let everyone know that Quake2World is not dead. In fact, there have been a few flurries of development activity over the summer months which included:
Most recently, the OSX port has received a lot of attention from yours truly.
Last night [BTF]Jehar, host of the Tastyspleen.net TastyCast radio show gave me a 30 minute opportunity to explain Quake2World to the public. The interview covers my motivation for starting the project, the design goals which have brought us to where we are, and my anticipated direction for the future.
The interview will be airing each night this week on the TastyCast at 9:30pm EST, so by all means tune in.
Over the past couple weeks I've been poking at the physics code. When I started, it was some of the gnarliest looking spaghetti I'd ever seen.
spirit's one-versus-one tournament level In the Arms of Lilith is now ready for general consumption. This was a real team effort, combining some 2200 brushes and an original layout by spirit, over 60 normalmaps by keres, and quite a few hours of lighting work from myself. Originally boxed out last July, this map underwent months of play testing and detailing.
Recently keres, a new member of the team, took it upon himself to update Lava Croft's original level, Catfight.
Our accomplished designer TRaK recently undertook remaking the formative classic The Frag Pipe. The remake, while very faithful to the original, is a ground-up rebuild, and uses high-resolution textures from the Quake2Evolved project along with per-pixel lighting.