Author Topic: Can Blockland's rendering engine be expanded?  (Read 4652 times)

I'd be willing to wait up to 2 or more years for blockland to be ported to Torque 3d just to let you guys know,as long as it has retro compatibility with old add-ons from v19.

I say we focus on making the lights not suck, then leave it at that because we don't need ambient occlusion.
We don't need not stuffty lights either, or lights at all.

Because of how outdated and heavily modified the engine of Torque that BL's running on is, I wouldn't really see Baddy doing a lot with it.
Maybe if we all threw money at him.

reading everything in the thread it sounds like blockland needs a new engine altogether but that would be so hard to do lol

Adding a donate button wherever we can?

This is not a button just a img.

The reason blockland only shows 8 lights at a time is that is all the open gl api can handle.
You can make your own high level code that chooses, basically, the 8 closest "lights" to actually show, and keep the further ones dark, put no more than 8 "dynamic" lights are possible in OpenGL. I know this because I've programmed with it.

EDIT: The point here is that even changing the source code, Badspot can't add support for more lights at one time. I think.

The reason blockland only shows 8 lights at a time is that is all the open gl api can handle.
You can make your own high level code that chooses, basically, the 8 closest "lights" to actually show, and keep the further ones dark, put no more than 8 "dynamic" lights are possible in OpenGL. I know this because I've programmed with it.

EDIT: The point here is that even changing the source code, Badspot can't add support for more lights at one time. I think.
Using a newer version of OpenGL might help? I think Blockland uses OpenGL 1.0, perhaps something less outdated like OpenGL 1.5 would help, or maybe a custom library?

as long as it has retro compatibility with old add-ons from v19.

lol its not the business of blockland developers to give a stuff if mods are compatible.
the mod makers have to get off their asses and update the things themselves.

You know what I'd really want to see if Badspot did update the engine, binary file input/output support.
Imagine a binary save format, or the ability of add-ons to say, generate images or zip archives.

Blockland 2: The Sequel, now with extreme HDR and 100x BLOOM.

/snip



Rotondo is alive?!

On-Topic: It would be nice to have better graphics, but not ones that would kill your computer.

Ambient Occlusion would be a neat feature, but absolutely not necessary.

In fact, one may even say it's a dumb idea.

Lighting isn't really needed. Who cares about lighting when the game is still incredibly glitchy. Vehicles can crash the game by ramming them into walls. They can drive through bricks at high speeds. and generate tons of lag when stuck inside bricks. Hitting them can cause them to flying across the map.

Another thing I want fixed is the server browser, it's complete crap. It flickers for 5 minutes when sorting by playercount, and scrolling down can cause it to just jump back up to the top of the list.

If you want to cheat in hide and seek or dark TDMs in interior maps use clientcmdmissionstartphase3(); it illuminates the interiors.

Aimbot works.

Many things don't render through clear objects such as spawnpoints.

Playertype scale 0.2 allows people to fly through walls and break into stuff. If it can't be fixed remove it.

Skis can glitch through bricks.

Blockland 2: The Sequel, now with extreme HDR and 100x BLOOM.

Rotondo is a global moderator?!