Closed poVoq closed 7 years ago
Yes, an Android port would be nice to have, however I have no experience programming for Android platform, nor I have an Android device for hacking.
I'm starting to port the renderer to GLES2 and have already implemented some low-level functions (such as basic launcher functionality enough to run dedicated server and also keyboard input and opening links in browser). So, soon™.
Cool! Can't wait to see your work.
dedicated server on android... sounds fantastic\o/ is there any possibility to test it already?)
It's nothing interesting at the moment, just black screen and output to logcat :D (and you launch it with dedicated_stuffcmds.cfg which replaces the command line now). It's also unpure (both server and client) because I'm going to merge all .pk3 files into one-two .obb files and use ETC1/KTX for textures instead of JPEG. And game/client modules are in the .apk, not .pk3.
By the way, are md3 models used on any popular custom maps? I want to get rid of software animation entirely, it's too slow on mobiles. Also no more than 45 bones per model (the desktop version allows 100 bones before it falls back to software anim; I can't use 100 because they would take 200 uniforms, but ES2 has a minimum of 128; 45 is the largest bone count in the game, used by BigVic).
Warsow ain't got any animated md3 models but pretty much all items, weapons, etc are md3. You shouldn't hit the animation path, so why removing it?
Can we settle on 50 bones limit for hw skinning? :P
28 uniforms is MUCH more constraining than 38. Maybe this seems insane for desktop guys, but I compress normals and colors in vec2s to make everything fit in 128V/16F uniforms, 8 attributes and 8 varyings! And only BigVic has such a large number of bones. The new Padpork, for instance, only has 34.
Hmm, ye, agreed
2014-04-11 21:01 GMT+04:00 SiPlus notifications@github.com:
28 uniforms is MUCH more constraining than 38.
— Reply to this email directly or view it on GitHubhttps://github.com/viciious/qfusion/issues/3#issuecomment-40225923 .
Best regards, Victor Luchitz
I really like how the Source engine does skinning. The model compiler splits draw calls by bone counts: at most 16 bones per draw call in Shader Model 1 and at most 53 bones per draw in SM2+, and it uses 4x3 matrices instead of dual quaternions with only 2 weights per bone, so only 3 or 6 dot products are needed for all world-space transformations.
Multiplying vector by a dual quaternion is pretty fast too. Matrices do have their own drawbacks.
2014-04-11 21:22 GMT+04:00 SiPlus notifications@github.com:
I really like how the Source engine does skinning. It splits draw calls by bone counts: at most 16 bones per draw call in Shader Model 1 and at most 53 bones per draw in SM2+, and it uses 4x3 matrices instead of dual quaternions with only 2 weights per bones, so only 3 or 6 dot products are needed for all world-space transformations.
— Reply to this email directly or view it on GitHubhttps://github.com/viciious/qfusion/issues/3#issuecomment-40227872 .
Best regards, Victor Luchitz
:trollface:
Cardboard VR support would be awesome too :p
Not really a highly needed feature, but with OpenGL 2.0 ES as the new rendering target, an WebGL and/or Android port would seem feasible too.
Any plans for this?