Tuesday, April 12, 2011
Hyper3dge now a stand alone port.
Through the passage of time it has come to the realization of my battered and weathered soul that you have not received an update to this most unassuming of blogs. The winter was long, leaving my mind in a dry and dessicated state- otherwise I would not have left you is such a peculiar predicament. Not wishing the matter become yet more irksome, let us rectify the situation thusly.
First off, Edge’s lead programmer, Andrew Apted, has retired as a developer and is moving on to other, grander vistas of coding. We wish him the best for without him EDGE would not have become the powerhouse it is. We can only hope Andrew keeps in touch with fans and friends of this, the greatest successor of DoSDoom.
Now for those of you who’ve been wondering what’s been afoot of late, an update. Developers Chris, Corbin and others have decided that Edge has a great deal of unrealized potential, so we’re moving with a greater emphasis on engine developement for the time being. Hypertension has been using its own Hyper3dge for some time, only now however has it become different enough to stand on its own as an independent release. The possibilities for our new work include Halflife MDL model format, MD3 model (quake 3) support, a new console, even a new node builder isn’t out of the question. So look within the forums for an update from Corbin and crew.
I hope this makes amends for the situation between us. I did not wish to see you without a thoroughly updated blog.
Truly yours
Gen. Laughing Stock
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4 comments:
Wow! You guys are going to use Half-Life format models? Will this be compatible on the Dreamcast version of the game, and could it have 128 bit hardware rendering like Half-Life on the Dreamcast does?
I realize this is not a Windows CE game like HL is, but when you talk about untaped potential, are you also going to give the DC port this same level of sheen, or is this strictly going to be a PC only fork of the game?
Wow! You guys are going to use Half-Life format models? Will this be compatible on the Dreamcast version of the game, and could it have 128 bit hardware rendering like Half-Life on the Dreamcast does?
I realize this is not a Windows CE game like HL is, but when you talk about untaped potential, are you also going to give the DC port this same level of sheen, or is this strictly going to be a PC only fork of the game?
Well, we are porting all the source nonetheless, and we have every intention of making it all public, so all of this will also apply to the Dreamcast source.
Think of it this way: what the PC port gets is what the DC port gets (if everything goes to plan).
Not pushing Hyper aside or anything, just to clarify that one ;)
This way we can share some of Hyper's changes with REAL awesome stuff (cinematic playback, quake3/HL models), etc.
So - one can mod Hyper if they don't know how to write engine stuff - or one can use Hyper's engine and build a total monster out of it ;)
Wow bro, thanks for clearing that up, you guys keep doing an amazing job and I'll keep the DC community drooling for more info!
Thanks for the rapid reply Corbin.
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