open-goal / open-goal.github.io

OpenGOAL Project Landing Page
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Update FAQ #237

Closed yodaxtah closed 2 months ago

yodaxtah commented 3 months ago

Here is a draft for review on what to add. I looked into common asked questions. Apparently I was the only one to have asked about The Last Of Us, thinking it was also written in GOAL, so perhaps it can be left out, to avoid clutter.

I also based my answers on what I've read in the Discord, but they obviously need to be verified to check whether it's actually the answer the developers stand behind.

Feel free to list other items I should add.

yodaxtah commented 3 months ago

Awaiting the approval, I made a few small changes. The biggest of them being merging together ARM and the Android section that I added, among also removing the line of which I wasn't sure anymore for which I asked TVaser to check it. Hopefully it can be accepted now.

I'm wondering if it's a good idea to strip all these Will you do x? questions from their respective sections and place them all under a Future plans sections instead. A lot of those questions appear, and maybe even clutter the FAQ. If you like me to do this, let me know. Perhaps, I should do it in a separate pull, so the updates on the other parts can be used to update the website already? :-)

To be concrete, I propose to


Edit: Related to the recent discussion on RTX, I propose to include the RTX discussions. Something like this. (Please provide feedback.)

Is there support for raytracing? No. Implementing raytracing would require a very massive art overhaul which is far outside the scope of this project.

Some programs exist (such as RTX Remix) that lets the user change the lightening and have images be ray traced, requiring the game to be written in a certain engine. Currently it's using OpenGL as a graphics engine, and an alternative Vulkan engine may come in the future, but nonetheless, one shouldn't expect the game to look good even when its graphics engine is supported.

It's not clear to me if this supports "ray tracing" or it's only ray traced in a preprocessing step, before the game is being run (like the more fine-grained shadows casts etc.) I was skimming an article about it, as this is another topic I'm not familiar with 🤷