- GOLD SOURCE ENGINE FOR MAC OS X
- GOLD SOURCE ENGINE MOD
- GOLD SOURCE ENGINE UPDATE
- GOLD SOURCE ENGINE MODS
- GOLD SOURCE ENGINE CODE
Do not worry AS3 is so close to C# / Javascript. I know they don't like to develop with AS3. wow that is why I would like to release Half-Life from FlashCC is possible good if Half-Life movement is very quick and stable from Flash Player or Adobe Air. I have tested neverball is very quick for high level accelerator no laggy. It was awesome 3D game from AS3 and FlasCC Neverball is so close to Glover ( very old 3D game, did you remember that? ) Yay I am happy because I am still AS3 coder that is why I am advanced AS3 coder.
PS: you said use LUA no problem Flash Player and Air Applications have to work with LUA And OpenGL Wrapper they works fine desktop but I am not sure - I will check for mobile version. But I don't understand why Adobe System released new OpenGL-Wrapper for Flash Player and Adobe Air. If you use nw.js or electron than javascript works all desktops and mobiles whatever you can use. That is why they are different graphic accelerations.
GOLD SOURCE ENGINE FOR MAC OS X
They say directX because it is api for Windows Only Mesa for Linux and OpenCL for Mac OS X and iOS + Android use only OpenES. I would like to learn about OpenGL and VulcanGL SkyBox from Source Engine doesn't need to connection from playable area to skybox hollowed box. SoHL env_sky uses only "NULL" textures and with func_wall via connection of next hollowed roon. Hello everyone, SoHL has (or had) a dynamic skybox feature similar to Unreal Tournament 1999, sun light tracking glare/flare can already be done through VGUI (or through a custom OpenGL renderer if you are using one).But they are different to Xash, Half-Life 2 and Unreal Engine. It still doesn't cover the use of Steamworks SDK contents so i'll have to work around the lack of an import library to link with, but it'll do just fine either way. This means i can access Steamworks and port over VGUI2 for use in GoldSource mods.
GOLD SOURCE ENGINE CODE
Since this license is called "Half-Life 1 SDK license" and says "BY DOWNLOADING AND/OR USING THE SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE." i'm assuming i can use Source SDK code where needed without fear of legal repercussions. This isn't exactly how legal documents should be handled, but it does indicate that they were only trying to cover the legal side of things to the extent that is needed (providing a license). If it covers Source SDK code being used in GoldSource, it could allow the use of VGUI2 and Steamworks.Īfter reading both files again i did notice some strange things, README refers to itself as license.txt and refers to the nonexistent third_party_licenses.txt file, which does exist in the Source SDK repository. What i'm wondering is if this license also works the other way around. This can't be a mistake given the changes occurred days apart, which means this license must be here to grant some kind of permission to use GoldSource engine content in Source. It says you can use the HL1 SDK to make a Source engine game, which makes no sense, but this license was explicitly added to this repository, and the README was modified to refer to Half-Life instead of Source.
GOLD SOURCE ENGINE MOD
I noticed something interesting just now while copying the SDK license into this repo a second license was added to the mod SDK repo, and it apparently grants Source engine modders permission to use GoldSource mod code:
GOLD SOURCE ENGINE MODS
It links with the static library version to prevent conflicts with mods that also use GLEW's dll version. I've added OpenGL context creation to it, and set up GLEW for Windows builds. I've been doing some work on the prototype engine i talked about a while back, you can find the repo here: Then, of course, since I mentioned Quake-based engines, comes Medal Of Honor Allied Assault, and Call of Duty, but now I'm apparently writing way too much. If you see what DOOM does (I mean, GzDoom) then you'll see that it has multiple map format compatibility (e.g. The possibility of opening Blue Shift BSPs, Quake 2 BSPs, normal HL BSPs, and other BSPs would be a great deal for a megamod mega-engine which combines every Quake-based game engine (from Quake engine to Half-Life 2's Source engine) into 1 big engine. Also, converting a brush into an editable voxel pile would work.Īnd, of course, I forgot this: compatibility with all BSP versions, although I'm not sure if that's possible with the SDK (I know that the SDK is not the same as the engine code, so don't tell). Like, func_detail_voxel, and 1 voxel would have the size of 1 cubic unit. I meant point entities which use voxel models (like. Responding to what Shepard62700FR said, I wouldn't implement the voxels in the way you think.
GOLD SOURCE ENGINE UPDATE
Mmm, the update which removed Software rendering made me uninstall Sven Co-op from my laptop, whose GPU struggled to handle their new OpenGL renderer.