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voidfunc 1 days ago [-]
Ugh this makes me nostalgic for the days of Q3-era game map making and custom servers. I used to get lost in the various games Radiant variants as a teen building DM and CTF maps for my clans server.
HauntingPin 21 hours ago [-]
Did you end up going into game dev or just generally software development? I'm always jealous of the people who grew up making maps or game mods, I wish I'd been more motivated when I was younger to do stuff like that.
voidfunc 14 hours ago [-]
Software dev. Game dev never really appealed to me. I kind of have an artsy streak inside of me and map making always felt like additive sculpture which is probably why it appealed.
1 days ago [-]
samiv 21 hours ago [-]
Good luck to you. Having worked in this space for around 10 years I can say it's nearly impossible to arouse anyone's interest since the market is so totally saturated.
For a new engine to take on it needs do something else nobody else is doing so that it's got that elusive USP.
Getting visibility, SEO hacking etc is more important than the product itself.
LarsDu88 1 days ago [-]
Does this use BSPs for draw optimization?
vicioussquid 17 hours ago [-]
Nope, all done real-time using Frustum culling.
`Baking` of lightmaps is supported but not currently necessary
xyzsparetimexyz 18 hours ago [-]
Nobody uses BSPs for draw optimization. We have culling and depth buffer techniques for that now
eska 4 hours ago [-]
This doesn’t make sense. BSP is a form of culling.
tines 1 days ago [-]
Looks awesome. Anything been made with this?
vicioussquid 1 days ago [-]
Other than the 14 examples included, not yet; this is brand new and I am reaching out to the community to create some stuff with it, extend it with angled brushes, new entity types, etc
For a new engine to take on it needs do something else nobody else is doing so that it's got that elusive USP.
Getting visibility, SEO hacking etc is more important than the product itself.
`Baking` of lightmaps is supported but not currently necessary
Thanks so much for your interest.