![]() ![]() Have the software renderer, which is currently a 2.5D ray caster, achieve 60 fps at 1920x1080 on mid- to high-end (~8 core) CPUs and 3840x2160 on very high-end (~16 core) CPUs.Support loading the original game's saves.Unlimited resolution, anywhere from 320x200 to 3840x2160 and beyond.Quality of life improvements such as an options menu, mouse-look, adjustable field of view, and fixing severe bugs found in the original game.Match or otherwise closely approximate most of the original game's features.Support the floppy disk version and CD version of the game data (must be installed on the player's hard drive).It is predominantly an engine with focus is on 64-bit executables for Windows, Linux, and macOS. Distinct focus on engine and tech before gameplay.Eventually, Afritz chose to make a software renderer instead for novelty and ease of prototyping, with the intention that it would become a viable way to play the game at modern resolutions. Currently, the engine is able to understand nearly all of the original game's data formats.Įarly on, the engine had a very experimental GPU ray tracer but it was removed due to various performance and maintainability factors such as NVIDIA not supporting newer versions of OpenCL in their drivers, and the fact that OpenCL is not a high-performance graphics API. Original game data format documentation and decompressing.OpenAL Soft and WildMIDI audio integration.Over time, several people have contributed to the project in various ways, including: The engine is still in early pre-alpha and is not stable or playable enough for the majority of people to try out. ![]() There is currently support for Windows, Linux, and macOS. It is written in C++17 and uses SDL2 for cross-platform video, WildMIDI for music, and OpenAL Soft for sound and mixing. OpenTESArena is a C++ rewrite of Arena's game engine that has been in development by Afritz1 since at least 2016.
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