Tag Archives: idTech2

DOOM 3 Widescreen Support

The past few weeks since the release of UQE Hexen II and UQE Quake recently I’ve been hard at work doing some research into a few of the other GPL released idTech engines. The reason for taking a look at the other idTech engines is to get an idea which one will be most suitable for a completely new game project.

Its not going to be an easy decision to choose one of the three idTech engines that were developed after Quake. This is mainly due to the fact that I need to strike a balance between how current the engine is and the almost arcade-like feel and play-ability of mid 1990′s FPS games that needs to be achieved like the classic Doom games and Quake.

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Quake2 BSP Rendering using Microsoft XNA 4

It’s been quite some time since I last spent time on my idTech2 XNA Renderer, but I finally managed to upgrade the project to Microsoft XNA 4.0 as well as adding new features and bug fixes. For the longest time I wanted to add MD2 model rendering support, but never got around actually doing the code for it.

While on vacation I thought it will be cool to quickly convert the technology from Microsoft .NET 3.5 and Microsoft XNA 3.1 to .NET 4.0 and XNA 4.0, but great was my disappointment when I realized that it won’t be a quicky and that there were significant breaking changes introduced in XNA. At least these were all good breaking changes, but none the less it still meant I need to go through the technology with a fine tooth comb and fix the now broken bits of code.

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Quake2 BSP Rendering using Microsoft XNA

The past few months I’ve been working on/off on a project that loads and renders Quake2 (idTech2) BSP files using the .NET language called C# for the program logic and XNA for input and rendering purposes. Initially the idea was to use XNA and build from the ground up game technology to run our titles on using technologies I’m familiar with in the form of the Quake and idTech2 engines. Initially the idea was to try and swat two flies at once by developing tech that could carry our game titles on as well as have a clean replacement for our “Ultimate Quake Engine” (UQE) project.

This is the utopia, but it is not possible to accomplish this in a decent timeframe.
On the one hand you want to build technology that is competitive regarding capabilities to other engines or renderers out there, but on the other hand you want to remain faithful to what the technology should be able to do regarding the UQE project. Ultimately its impossible to build a single technology that looks into both directions without having a dated or bloated design. We decided the best was to go, as Corvus Games, is to utilize XNA for simpler arcade-like titles and for larger titles license a commercial engine like Torque3D and the likes.

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