D2X-XL Worklog

Notes on features and problems from the development of D2X-XL, newest first.

Improved Coronas

My initial corona implementation suffered from hard edges where the light coronas hit the wall. In the form of 'hard coronas', it still does. After Jaz had gone over my corona code, they blended softly with their environment, but now they could bleed through walls in front of them, even if they were far behind these walls. While that still looked much better than the hard edges, and usually wasn't too apparent, I wasn't happy yet. I had this going round in the back of my head until I got an idea: Why not test each pixel of a corona whether it was occluded in a shader program, and if it was use the pixel's distance to the occluder to softly fade it away, instead of either completely dropping or blending it with the occluder? This sounds suspiciously like DirectX 10's soft particles, and in some way I think this is pretty close.

Well, the idea sounds strikingly simple, but the way to getting where I wanted wasn't. I asked holes into people with more knowledge about OpenGL than I have, but nobody could help me to get this to work. Finally I found something related with Google, and it turned out I had to use certain very special values when calling OpenGL for this. The information came from some guy working at NVidia's (so I read), and seemed completely illogical and inaccessible. You really had to work in a graphics hardware vendor's driver development department to know this I reckon. Anyway, I got it to work, and it looks great. Like all good things it comes at a cost though: It will slow the renderer down, so you need some good hardware to utilize it.

Here are a few screenshots for a comparison.

hard coronas

soft coronas (regard the corona in the image center bleeding into the wall in front of it)

depth blended coronas (no bleeding)


News

A new D2X-XL update fixing broken screen resolution persistence is available

There is yet another D2X-XL update is available (the new Pumo Mines broke a few things ...)

Believe it or not: There's a new D2X-XL version online!

Uploaded updated D2X-XL and library source code that compiles with Visual Studio 19

After a really long time, another new DLE version is available

A new DLE version is available (hear, hear!) :D

A new Max OS X version of D2X-XL is available!

D2X-XL now offers a cartoon style render mode!

New D2X-XL and DLE versions are available

Blarget has got his own area in the level spotlight

New D2X-XL and DLE versions are available

A couple of levels have been added to the level spotlight

Hooray! We're finally having a new Mac OS X version of D2X-XL!

D2X-XL now features an observer mode for multiplayer games

A new D2X-XL version with improved multiplayer synchronization is available

A new D2X-XL version fixing out of sync problems in multiplayer games is available

A new D2X-XL version with many multiplayer bug fixes is available

Added high quality (ogg) Descent 1 and 2 music to the downloads area

A new D2X-XL version with important bug fixes is available

D2X-XL compiles and runs on Linux again!

Descent 1 and 2 high res textures are now available as complete downloads

A new DLE version with a ton of bug fixes and improvements is online

A new D2X-XL version is online

A new D2X-XL version with a much needed bug fix is online

A new DLE version is online

Published another DLE version with more bug fixes and improvements by Sirius

Published a new D2X-XL version

Published a new DLE version with tons of bug fixes and improvements by Sirius

D2X-XL now supports Oculus Rift 3D headsets!

Updated DLE and D2X-XL to support new level features requested by Pumo

Added an article about DLE's new tunnel generator to the worklog

DLE's new tunnel generator is finished

Added a new article to the worklog

Published a new DLE version

Added a new article to the worklog

Added two new articles to the worklog

D2X-XL and DLE-XP now support triangular segment sides!

DLE-XP has an OpenGL render and 1st person view!

New DLE-XP version available

Wrote a new worklog article

Check out DarkFlameWolf's level spotlight section!

New DLE-XP and D2X-XL versions are available

A new DLE-XP version is available

Added a worklog article about the way point feature

Added way point support to DLE-XP and D2X-XL

Posted a bunch of new screenshots

Posted a bunch of new screenshots

A New version of DLE-XP is available

New OS X version of D2X-XL is available!

Added article about lightmaps to worklog.

New article and video added to worklog.