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- It will be a very long road to rome to achieve it... Better think up a few
- ideas for the future, It shall be the engine to dig the grave for Graf. Fuck you Graf, Fuck you fuck you fuck you
- fuck you blyad. ITAM PIZDEC NA HUJ SUKA BLYAD. FUCK YOU FOR EVEN REQUIRING OPENGL 3.0 AND HAVING A DYNAMIC LIGHT RENDERING
- THAT MIGHT AS WELL NOT BE THERE YOU STUPID ROOSTER CRAZY FUCK.
- -C/C++ only, no niggerlicious programming language
- -Script Language candiate: Lua, Angelscript
- -Modular Code/Structure, It should be possible to decouple other elements such as
- the physics and rendering part, to allow it to run in commandline environment
- -Use Data Oriented Design and Entity Component System
- -Modding and Mapping support for IQ59 bydło
- something like Decorate but more flexible and stable,
- so it will be 2 system one called Adv. Decorate as a Memoranda and
- the second uses a scripting language for the more technical oriented
- user. Since the future me will become a engine fag I will have less time to develop game contents,
- so I would need to relly on willing goyim to do all the dirty work for me at no compensation. (Actually
- they do get a compensation, I will have to develop a modding friendly system that will outperform Decorate by MILES.)
- -OpenGL 1.0 only
- -Limit texture size to 512^2-1024^2 (HD texture fags not allowed, learn to make better looking textures
- instead of rellying xbox hueg numbers you dumbass (((artist))).)
- -Basic Model rendering, (MD2, MD3, IQM, OBJ, MD5)
- -Texture Types (DDS, JPG, WebP, FLIF) (PNG goes to huj)
- -A support for multiple OpenGL render engine (1.0-3.0)
- -Vehicle physic
- -Native Tank support
- -Generic 3D specialization
- -BSP map format
- -Maybe use the same map format that Cube 2 Sauerbraten uses, shit is awesome (OC-Tree)
- -No Multiplayer (Too much effort for little gain)
- -Procedural map system which is de-hardcoded i.e allow for a user/custom written algorithm,
- allows also the user to "hard save" it for further editing (internal/external)
- -A method for using HL-1, Q-1, and Doom 1/2 maps (entity data might not be read but thats were the
- Scenario/Map editor comes into play.)
- -A dynamic ID allocator, what pisses me off about using DoomED in ZDoom that there is absolutely
- no method to prevent conflicts which heavily limits the amount of custom maps being made. So I guess
- I need to use fugtorio method which allows for migration script to handle this issue.
- -Basic Ingame Map Editor for scenarios
- -Automaps like in Doom 1 and Nu-Dood
- -Powered with nuclear materials
- -CIA/MIT tampering free
- -Brews Cofe, Beer and Vodka
- -Communism License
- -Linux only, fuck supporting propiertary software
- -If possible maybe make it run on Potato/Toaster machines too
- TODO: Buy a botato machine that is good enough to run UT2k4 at medium settings or something for benchmarking,
- Quake-1 like performance would be probably too difficult but I will see.
- the kind that is gud enough for Quake/Unreal 1 or something. Quite a daunting task but eh
- CPU: Pentium III/AMD Athlon (Speed: 1.0 GHz)
- GPU: Support for D3D 8.1/OGL 1.0-2.0 with 128 MB RAM
- RAM: 128 MB
- People might be asking me why bother with a old computer? The answer is simple. If I want go to the engine way of
- development might as well start thinking how I should structure my engine code. I don't give a fucking shit what other features
- AAA trash games have nowadays, they don't even hire testers anymore and relly on dumb goyim to do their bidding for them.
- If such a potato machine is good enough to handle vehicle physic then it shall be done. What I preferabble strive for or at least
- dreaming of is technical excellence of engine development, just because it is a hobbyist project doesn't make it a excuses to
- have shit overall performance. If that is the case then I shall be juded in a trial and Graf the exectioner of me.
- >2015+CY5
- >wanting to spend valueable shekels to do game testing for free
- >ISHIGGYDIGGY.bmp
- Possible engine name:
- STAYLNA 3D
- STALIN 3D
- MOSCOW 3D
- KIEV 3D
- St. Pidorsburg 3D
- Plutonium 3D
- B-2 3D
- Nodeving intensifies to the point were I cannot contain it anymore
- First gaem title:
- T.A.N.K.
- Shadow of Kursk
- (LORE YEAR A0.1)
- -A experimental morph-o-metal (NAME) element allows for a increased flexibility of tactical
- movement for any large sized wheeled/semi-tracked/tracked vehicle which gives the ability
- for underwater, amphibious and water movement.
- -A experimental self-contained minitaurized dimension unit (SCMDU) allows the storage of a greater amount
- of physical objects at the same space which allows divisions, brigades and single batches of units to
- operate a mission for a larger amount of time then what it would have been possible before this invention,
- conceived by a unknown group of scientist. The same SCMDU tech allows vehicles to wield larger amount of
- weapons then it would have been possible before, allowing a greater capacity for varied mission task
- and executions thereof,
- Stage 0.0006666:
- STAYLNA BLYAD
- Stage 1:
- -OpenGL 1.0 rendering
- triangles soon.
- Stage 1.1:
- -Map format
- Stage 1.2:
- -GUI/Text/Menu
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