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Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it... It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU. I thought it will be slower but I guess generating and uploading 128x128 is not a problem for modern computers. I also found some bugs and fixed them. Now it looks even more accurate in my opinion. Branch isn't merged to Xash3D FWGS master yet, but I sent it for other contributors to review: github.com/FWGS/xash3d-fwgs/pull…, you can find the binaries in GitHub Actions artifacts or just wait until it gets reviewed and merged. Comparison videos on idtech.space: idtech.space/notice/AbHhBDHvMHRH…

(Edited)
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cambreaKer
cambreaKer
Oct 30, 2023

beautiful :D wondering if this'll work on magic's xash build

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cambreaKer
cambreaKer
Oct 30, 2023

too late :)

Reply to cambreaKer
πŸΆπš‘πšŠπŸ·πš‹πšŠπšŠπŸ·πš‹πšŠ

We can help ya. It's basically the same engine but with more quality of life features and bugfixes. :)

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cambreaKer
cambreaKer
Oct 30, 2023

that's great but nah i'm fine with what i'm currently using

Reply to cambreaKer
πŸΆπš‘πšŠπŸ·πš‹πšŠπšŠπŸ·πš‹πšŠ

Then it's not enough to change your mind. Back to work.