Looking for KGL Programmers to Finish up Bero's Quake Port!

Discussion in 'Sega Dreamcast Development and Research' started by rizzoislandgame, Jan 31, 2018.

  1. rizzoislandgame

    rizzoislandgame Member

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    So I'm making a 3D Dreamcast game using the Quake engine. I was originally using Makaqu but, after a conversation with Mankrip, he has told me that since everything is all in software, it would be a waste of time to reverse engineer the engine to try to add KGL support. He then pointed me toward's Bero's old engine that he never finished (he lost interest?). Due to it's glitchiness, I'm not even able to run the first level of the game (which is rather large though).

    So I need three things:

    1. Confirmation that he only left the project due to boredom and not because it was getting impossible to do.

    2. Confirmation that it is possible to expand upon his source code and finish it up.

    3. Someone willing to help finish what he started, so a proper high quality engine could be made and run decently on the Dreamcast.
    Makaqu, while good, is not powerful enough to run my game on larger, less blurry settings. Like I said before, what I need is a hardware renderer with some other features that vanilla GLQuake doesn't have, such as longer draw distance and smoother lighting (if possible), as well as a more easily customizible menu system

    If anyone is willing to help, please PM and I'll give you my email and Discord.

    I'm getting kind of desperate now since I wanted to have a demo ready by at least May/June, August at latest. If the Demo needs to be pushed back, so be it, but I need someone to step up and help me.

    I can no longer offer money as an incentive, but I'm willing to negotiate for what you'd like as compensation, just make sure you have an idea in mind when you contact me. Free is good too though, but if not free, I'm still willing to give compensation.

    Thank you, and if I can't find an engine programmer, I'll just release it with Makaqu at a lower but playable framerate (around 20-25 FPS on 600x400).

    Also, I realize that everyone has their own schedules and their own lives, so I'm very flexible with when a proper build of the engine can be shipped with the demo. If it can't be done by a certain time, it's cool, I'll just use Makaqu for the Demo, even though it won't entirely accurately represent what I'm making.


    EDIT: I'm thinking of moving over to Dreamplaces instead of Bero's Engine since it's more far along in development. I really need this engine and I'm trying my best to do what I can with what I currently have, but as of right now, it's just not enough. So if someone will please message me, that would be awesome.
     
    Last edited: Feb 2, 2018
    Anthony817 likes this.
  2. VerticalE

    VerticalE Robust Member

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    Might want to talk to jnmartin84. He is busy building rockets but if he isn't the right person then he might know who is.
     
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  3. rizzoislandgame

    rizzoislandgame Member

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    Just contacted him. Hopefully he joins or knows someone who is willing to join the project!
     
  4. T_chan

    T_chan Gutsy Member

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    Not sure if the word choice was on purpose or not, but don't expect to have a hardware renderer on the Dreamcast.
    Nearly everything of the rendering pipeline has to be done on the CPU.

    Do you know how many triangles your game is trying to display in 1 second ?
    Simplifying that might already give you a good boost.
     
  5. rizzoislandgame

    rizzoislandgame Member

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    I don't know exactly, I'll check later, but how would I be able to simplify that? I've already tried using the r_maxedges and r_maxsurfs to make it render as close to the required number of surfaces and edges as possible. I've also decreased how much of the screen is visible (which gives it a good pseudo widescreen look), but I'm still only getting 20-25 FPS on the engine, mostly because I have a large draw distance.

    I thought it might be possible since Bero already kind of got his working to a pre-alpha state and that it could be improved to enable full GLQuake support + a few extra features. The awkward wording is basically because I forgot to modify that specific part before posting it since I originally posted this on DCemulation which I was more active in, and talked about previously. Not trying to spam, just desperate to find a new engine programmer after someone who said they'd help canceled on me.
     
  6. T_chan

    T_chan Gutsy Member

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    By reducing the number of polygons/triangles of your 3D world objects, models, buildings, weapons, ... in the software you use to model those things.
    Look for "low poly tutorials" on the web.

    One would certainly be able to speed things up, using eg special matrix functions on the Dreamcast CPU.
    But don't expect miracles, the Dreamcast remains a console from 1998, with its hardware limitations, including memory limitations.
    So keeping a low polygon (triangle) count is one of the keys of higher fps on this kind of old hardware. (ie, it will not be wasted effort, even if you have a faster engine later on)
     
  7. rizzoislandgame

    rizzoislandgame Member

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    Most of my models are 500 polys or less anyways, in fact, even without any models, the map is very slow. It has to do with the engine itself I think. It hasn't been optimized that well, and Mankrip is totally done with it at this point and is working on Retroquad, which I would use if development wasn't so slow (don't blame him though, dudes going through a lot). I don't expect miracles. I just want my game to runat at least 30 FPS and I think hardware acceleration is the way to go instead of being in software. Plus, this would give people a more reliable engine to use for 3D Dreamcast development, and may even kickstart a new Dreamcast dvelopment revolution (which I doubt it will, but who knows?)
     
    MastaG, fafadou and Anthony817 like this.
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