Advertisement
Guest User

idea fagging

a guest
Feb 11th, 2019
64
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.06 KB | None | 0 0
  1. It will be a very long road to rome to achieve it... Better think up a few
  2. ideas for the future, It shall be the engine to dig the grave for Graf. Fuck you Graf, Fuck you fuck you fuck you
  3. fuck you blyad. ITAM PIZDEC NA HUJ SUKA BLYAD. FUCK YOU FOR EVEN REQUIRING OPENGL 3.0 AND HAVING A DYNAMIC LIGHT RENDERING
  4. THAT MIGHT AS WELL NOT BE THERE YOU STUPID ROOSTER CRAZY FUCK.
  5.  
  6.  
  7. -C/C++ only, no niggerlicious programming language
  8. -Script Language candiate: Lua, Angelscript
  9. -Modular Code/Structure, It should be possible to decouple other elements such as
  10. the physics and rendering part, to allow it to run in commandline environment
  11. -Use Data Oriented Design and Entity Component System
  12. -Modding and Mapping support for IQ59 bydło
  13. something like Decorate but more flexible and stable,
  14. so it will be 2 system one called Adv. Decorate as a Memoranda and
  15. the second uses a scripting language for the more technical oriented
  16. user. Since the future me will become a engine fag I will have less time to develop game contents,
  17. so I would need to relly on willing goyim to do all the dirty work for me at no compensation. (Actually
  18. they do get a compensation, I will have to develop a modding friendly system that will outperform Decorate by MILES.)
  19.  
  20. -OpenGL 1.0 only
  21. -Limit texture size to 512^2-1024^2 (HD texture fags not allowed, learn to make better looking textures
  22. instead of rellying xbox hueg numbers you dumbass (((artist))).)
  23. -Basic Model rendering, (MD2, MD3, IQM, OBJ, MD5)
  24. -Texture Types (DDS, JPG, WebP, FLIF) (PNG goes to huj)
  25. -A support for multiple OpenGL render engine (1.0-3.0)
  26. -Vehicle physic
  27. -Native Tank support
  28. -Generic 3D specialization
  29. -BSP map format
  30. -Maybe use the same map format that Cube 2 Sauerbraten uses, shit is awesome (OC-Tree)
  31. -No Multiplayer (Too much effort for little gain)
  32. -Procedural map system which is de-hardcoded i.e allow for a user/custom written algorithm,
  33. allows also the user to "hard save" it for further editing (internal/external)
  34. -A method for using HL-1, Q-1, and Doom 1/2 maps (entity data might not be read but thats were the
  35. Scenario/Map editor comes into play.)
  36. -A dynamic ID allocator, what pisses me off about using DoomED in ZDoom that there is absolutely
  37. no method to prevent conflicts which heavily limits the amount of custom maps being made. So I guess
  38. I need to use fugtorio method which allows for migration script to handle this issue.
  39. -Basic Ingame Map Editor for scenarios
  40. -Automaps like in Doom 1 and Nu-Dood
  41. -Powered with nuclear materials
  42. -CIA/MIT tampering free
  43. -Brews Cofe, Beer and Vodka
  44. -Communism License
  45. -Linux only, fuck supporting propiertary software
  46. -If possible maybe make it run on Potato/Toaster machines too
  47. TODO: Buy a botato machine that is good enough to run UT2k4 at medium settings or something for benchmarking,
  48. Quake-1 like performance would be probably too difficult but I will see.
  49. the kind that is gud enough for Quake/Unreal 1 or something. Quite a daunting task but eh
  50. CPU: Pentium III/AMD Athlon (Speed: 1.0 GHz)
  51. GPU: Support for D3D 8.1/OGL 1.0-2.0 with 128 MB RAM
  52. RAM: 128 MB
  53. People might be asking me why bother with a old computer? The answer is simple. If I want go to the engine way of
  54. development might as well start thinking how I should structure my engine code. I don't give a fucking shit what other features
  55. AAA trash games have nowadays, they don't even hire testers anymore and relly on dumb goyim to do their bidding for them.
  56. 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
  57. dreaming of is technical excellence of engine development, just because it is a hobbyist project doesn't make it a excuses to
  58. have shit overall performance. If that is the case then I shall be juded in a trial and Graf the exectioner of me.
  59. >2015+CY5
  60. >wanting to spend valueable shekels to do game testing for free
  61. >ISHIGGYDIGGY.bmp
  62.  
  63.  
  64. Possible engine name:
  65. STAYLNA 3D
  66. STALIN 3D
  67. MOSCOW 3D
  68. KIEV 3D
  69. St. Pidorsburg 3D
  70. Plutonium 3D
  71. B-2 3D
  72.  
  73. Nodeving intensifies to the point were I cannot contain it anymore
  74. First gaem title:
  75. T.A.N.K.
  76. Shadow of Kursk
  77.  
  78. (LORE YEAR A0.1)
  79. -A experimental morph-o-metal (NAME) element allows for a increased flexibility of tactical
  80. movement for any large sized wheeled/semi-tracked/tracked vehicle which gives the ability
  81. for underwater, amphibious and water movement.
  82. -A experimental self-contained minitaurized dimension unit (SCMDU) allows the storage of a greater amount
  83. of physical objects at the same space which allows divisions, brigades and single batches of units to
  84. operate a mission for a larger amount of time then what it would have been possible before this invention,
  85. conceived by a unknown group of scientist. The same SCMDU tech allows vehicles to wield larger amount of
  86. weapons then it would have been possible before, allowing a greater capacity for varied mission task
  87. and executions thereof,
  88.  
  89. Stage 0.0006666:
  90. STAYLNA BLYAD
  91.  
  92. Stage 1:
  93.  
  94. -OpenGL 1.0 rendering
  95. triangles soon.
  96.  
  97. Stage 1.1:
  98.  
  99. -Map format
  100.  
  101. Stage 1.2:
  102.  
  103. -GUI/Text/Menu
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement