iainmckay / idtech4.net Goto Github PK
View Code? Open in Web Editor NEWPort of doom3 / idtech4 to C#.
Port of doom3 / idtech4 to C#.
Reduce number of instances where keywords are parsed.
Example:
if(StringComparer.InvariantCultureIgnoreCase.Compare(token.Value, "clamp") == 0)
{
textureRepeat = TextureRepeat.Clamp;
}
else if(StringComparer.InvariantCultureIgnoreCase.Compare(token.Value, "noclamp") == 0)
{
textureRepeat = TextureRepeat.Repeat;
}
else if(StringComparer.InvariantCultureIgnoreCase.Compare(token.Value, "zeroclamp") == 0)
{
textureRepeat = TextureRepeat.ClampToZero;
}
This happens in multiple places.
idtech4.net uses the content pipeline for loading assets. This means all content has to be pre-processed before it can be loaded by the engine.
This causes obvious problems for games that use stock assets from Doom3 and require the user to copy them to their game directory. Stock assets cannot be loaded and cannot be compiled on the fly (the required components are only available to XNA developers).
The developer cannot precompile these assets and redistribute them as this is against the Doom3 licence.
I think we gain more by using the content pipeline than not using it. If possible it would be nice if we could think up a workaround.
Write a content importer for doom fonts so it can integrate properly with XNA SpriteFont's and so we can use TTF's.
There's multiple versions of the script interpreter. One for scripts, materials, guis, etc.
Consolodate these.
Write a content importer for user interfaces.
Write a meterial content importer.
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Some thing interesting about web. New door for the world.
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