Still a ton to do, but I'm really digging it.
Edit to add: WASD + Space/Shift + arrows to control the camera.
Still a ton to do, but I'm really digging it.
Edit to add: WASD + Space/Shift + arrows to control the camera.
That said, the tools are unbelievably slow and will be rewritten in C# once things are functionally complete. Python just allows for very, very rapid development of this sort of thing (for me).
[0] http://symbolflux.com/statichtml/oldprojects/md3library.html (No source or anything available atm—just a screenshot and description, though I could up it up if anyone were interested.)
MD3 has been pretty straightforward on the whole, but I didn't design my mesh abstraction super well out the gate, so I've mainly been redesigning that and trying to make it futureproof. I think I have it to about the minimum repeated code possible at this point, but I'm sure I'll reach some other snag down the road and have to refactor again!
This brings back memories. I wrote a MD2 loader for my final project in my 3d graphics elective in college years ago. It was a ton of fun. Quake 3 came out my freshman year, the format wasn't very well documented yet but MD2 had tons of documentation.
Can't comment to how much easier / harder level loading would be but I'd venture to say probably much easier. Characters have more animation and such along with them.
System.Exception: TypeError: Cannot read property 'viewport' of null at ctor.Resize (http://demoseen.com/bridge/WebArena.js:180:37) at new ctor (http://demoseen.com/bridge/WebArena.js:158:22) at Function.Main (http://demoseen.com/bridge/WebArena.js:119:13) at http://demoseen.com/bridge/bridge.js:2973:39 at HTMLDocument.delayfn (http://demoseen.com/bridge/bridge.js:481:21) at HTMLDocument.listenHandler (http://demoseen.com/bridge/bridge.js:498:30)
From 10 years ago, how they did the (mostly automated) managed port of Quake II :)
Didn't know about Bridge.NET. That's way cool, how is it from a development perspective?