After seeing the news post about the KingpinZ engine I thought I'd post to say hello and mention something I've been working on
occasionally over the last couple of weeks when I have had some free time. At the moment its really just a Quake 2 / Kingpin BSP viewer and its mostly
unoptimized but it runs fast on my GFI core and it has some decent features already:
Renders using DirectX 9c
Fully mipmapped
Fully lightmapped - dynamic lights are nicely animated using the configstring sequences from the KP SDK.
Renders using VIS data for culling.
Map data is processed to a common structure so the renderer can also handle Quake 3 BSPs.
Most importantly, it is completely shader based. I plan to extend the rendering to have real-time shaded lights, probably using a Doom 3 type multi-pass system
including normal maps.
No entity or bmodel rendering yet (no spawn routines), but my MD2 and MDX loaders are just waiting to be added. Not sure where it will end up, but it *could*
be extended to at least play Kingpin single player with a few months more work. I suppose it could be faster if I ripped off the Quake 2 source code but
I'm a sucker for punishment
and the first working version
of this engine will definitely be used for some other 3D games I'm working on, which is why I'm not ripping off the Q2 source.
Anyway, some screenshots below. Click for hi-res.
