but i'm actually using c++ :p
i might be embedding a small scripting language at some point to help handle ui and animation stuff but idk that's way down the line
sorry for not doing anything for the last couple of weeks, just put in map loading and 2d overlays last night check it out

(that's island.vxl which i chose because it's the best map)
LeCom wrote:Concerning opengl, it's probably bearable as a default renderer if it works at least as fast as in Iceball, although one can't really influence the speed of opengl. It will probably be possible to make a hack that will use Voxlap.the goal is to first get it running. once i have a base on which to work and some benchmarks i'll be putting a fair amount of effort into optimizing not just the renderer but everything else too - my personal goal is to have this perform similarly to q3a (although a little overhead due to the dynamic terrain is unavoidable), and to have similar minimum hardware requirements. eye candy is definitely not my focus.
i don't believe that combining opengl and voxels necessarily makes for a slow program. there is a ton of stuff that you can do that will influence opengl's performance. i get a stable 300+ fps on openspades with lowest settings on an integrated gpu on a laptop i got 2 years ago. i can't tell what is causing your poor framerate, but i don't think that opengl is the (only) culprit ;(
that said, maybe (as a very low priority, and no promises) i could get around to adding a voxlap renderer.






