Quake2World Facebook group

You can now find the Quake2World team on Facebook. The group is open, everyone is free to join it and peep our ugly mugs.

Updated screenshots section

I took a few moments this evening to update the Screenshots section with some new stills of Aghast and Torn Glory, both of which recently received the per-pixel re-rub. The old screenshots have been archived and are available here.

Quake2World promo video

I have completed a brand new promotional video for Quake2world..

Devolver Beta 2

Some screenshots of TRaK's second beta of Devolver, which was released about a month ago. It is a quick deathmatch map with some lovely detail. All screens can be seen in this gallery.

Torn Glory, deluxe edition

Some screens showing off deluxe and bump mapping on Cardo's Torn Glory. The effect is intentionally overdone so that it's evident in still images. I owe LordHavoc for guiding me through this implementation, and taking the time to point out defects and shortcomings in my approach. Thanks very much, LH.

The bumpy road of bump mapping..

For the past week or two I've been attempting to add bump mapping to Quake2World's realtime lighting shaders. It's proven to be quite difficult; I've rewritten my shaders from scratch at least 3 times so far. Nevertheless, here are some carefully selected screenshots showing off way-overdone specular highlights on q2dm1.

(Sorry, these screens are no longer available.)

Modernizing the Quake2 renderer

The Quake2World engine draws a fair amount of attention on account of its performance when compared to other Quake- and Quake2-derived engines. On certain hardware, it does benchmark as much as 400% faster than the Quake2 3.21 engine source, upon which it was originally based. And so I figured I'd take a moment to talk about some of my optimizations.

The Pro Renderer and GLSL

The Pro Renderer plugin (r_rendermode pro) is the first alternative renderer to be implemented for Quake2World. Its goal is to provide high visibility and increased performance for competitive play. Recently, the Pro Renderer was refactored to leverage GLSL. The result is an extremely colorful gaming experience complete with per-pixel dynamic lighting -- all at a very playable framerate.

What's New?

Jay's periodic mailing list updates haven't gone out in a couple months, so I thought I'd quickly mention a few things that have been recently implemented in Quake2World..

Quick comparison of Frames Per Second.

Today, I've decided to do a quick comparison as to the difference in frames per second between Quake2World, R1Q2 with R1GL, and Alien Arena. This is not perfect or in-depth by any means, and does not represent the overall frames per second of each game. It was tested on the top edge of q2dm1, looking down at the tip of the lower age.

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