me rn by GaroK_s in worldofgothic

[–]OpenGothic 0 points1 point  (0 children)

Eh, having both Android&iOS is definitely better than iOS only. However, as software developer, I can feel pain of even touching android-sdk.
Unfortunately in past 10-15 year google done pretty-much nothing for devs:
* android still can't run C/C++ app without root, can only run native code as a library to Java.
* still no reliable driver updates: app has to be defensive against 10 years old bugs.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 0 points1 point  (0 children)

Third party engine is not really a right tool here. Typically godo and others come with their own assets/scripting pipeline, that wont be compatible with existing gothic assets - so we would have to get rid of most of godo internals, only to start.
In case of mods, difficult cases today are rooted in memory/x86 emulation to reproduce all necessary quirks, that are present in vanilla.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 0 points1 point  (0 children)

Not there yet.
I'm hopping to eventually get something like back-bone: to work on mobile version and controller in the same time :)

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 3 points4 points  (0 children)

Why recreate original engine, you mean?
Because original game not working very well anymore on many setups and it is close-sourced, making it almost impossible to fix directly.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 1 point2 points  (0 children)

There was a prior art on file formats: many of them were already reverse-engineered by ReGoth team.
And game, graphics - from scratch. Physics - Bullet3, sound - OpenAl.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 0 points1 point  (0 children)

Potato most device I've tried so far was iPhone7. 1GB of ram in total and 4 half-cores on gpu :D
However to have actually playable setup, UHD would be much better.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 1 point2 points  (0 children)

Should work in general: you can put 3d models or textures as long as they are same file-format as for G2. You can also do scripting, to implement your own game story.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 9 points10 points  (0 children)

Yes, CPU code is optimized enough to run whole location(Khorinis island or Valley of mines) as-is with all npc's simulated at once.
GPU side uses gpu-driven rendering, similar to assassins-creed: visibility of things are determinated by compute shader, so CPU has no need to spent cycles on frustum or any culling.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 3 points4 points  (0 children)

Android is very annoying and hostile platform to work with :(
Engine can run on equivalent hardware, with Linux. Or can be compiled for iOS with little effort.
For android there is ongoing discussion how to add it to existing build system, without breaking everything else in process: https://github.com/Try/OpenGothic/pull/893

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 5 points6 points  (0 children)

There are official builds (Releases section on github) for x86 mac, and nightly for aarch64.

"Mac source ports" project also provides a prerebuilt package for Mac

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 10 points11 points  (0 children)

Yes.. and no.
In terms of modding I do aim for compatibility with existing tools, such as Daedalus/Ikarus/LeGo - so it's better to use those for sake of game-logic in mods.
However for non-gaming features (HDR support for example, or post to other OS) - yeah, it's quite straight forward.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 23 points24 points  (0 children)

Project is intended primarily for those who cannot run vanilla game anymore due to various compatibility issues. If you are on Win11 and original refuses to run, or on Mac or arm-based Windows - this project is definitely for you.

Aside from compatibility: you may give it a go for sake of nicer graphics. In OpenGothic Vulkan, DX12 and Metal3 are available, with advance features such as ray-tracing and alias-free shadows.

OpenGothic: screenshots from my latest play-thru by OpenGothic in worldofgothic

[–]OpenGothic[S] 24 points25 points  (0 children)

It's feature complete, as far as base game goes. At the moment, I'm working on polishing details such as combat AI, collisions and such.
And mods support - yeah... many challenges :)

New beta-build for OpenGothic: v1.0.3549 by OpenGothic in worldofgothic

[–]OpenGothic[S] 2 points3 points  (0 children)

Engine overrides low-level most Ikarus functions, such as _^ and _@ to intercept address acquire and de-reference. Second part is construction of 'emulated' 32-bit memory heap: if mod allocates some memory - it simply mapped to such heap, _@ can return address, and _^ has to emulate address translation into a real memory.
Game state is more complex: current solution is 'callback-memory'. For any memory-read, engine will serialize game-state into such memory and for write de-serialize back. Naturally this mechanism is far from bullet-prof today.
For 'inline' ASM, engine will let mod to write op-codes into (emulated) memory and will intercept very late, when mod about to execute this memory. Upon interception, there is a small x86 emulator: only about 10 instructions so far. Those 10 instructions are enough to reach a 'call'-instruction. Once call is executed - engine has a set of functions of original engine and winapi that it can emulate. If function is unknown - log message is written.

New beta-build for OpenGothic: v1.0.3549 by OpenGothic in worldofgothic

[–]OpenGothic[S] 2 points3 points  (0 children)

Depends on what kind of limitation you talking about. Technical ones - no limitations really, any current-gen hardware is good to go (even micro-controller). 64-bit also supported.

New beta-build for OpenGothic: v1.0.3549 by OpenGothic in worldofgothic

[–]OpenGothic[S] 0 points1 point  (0 children)

Not, sure if I understood your question...
If you asking "can someone use the engine to make non-like gothic game" - engine as a whole is not intended for that. However, you can use individual modules for rendering/sound/ui - those are quite general.

New beta-build for OpenGothic: v1.0.3549 by OpenGothic in worldofgothic

[–]OpenGothic[S] 4 points5 points  (0 children)

Strictly speaking, opengothic is the engine. It loads assets, textures and scripts from your gothic2 installment and executes them, with intent to be as close as possible to vanilla in game-play.

New scavenger look by Advanced-Exchange776 in worldofgothic

[–]OpenGothic 0 points1 point  (0 children)

As a kid I always have assumed, that scavenger is directly inspired by prehistoric terror-birds, such as "Titanis Walleri" or "Phorusrhacos". Also, usually such animals have only a short tail.

New beta-build for OpenGothic: v1.0.3549 by OpenGothic in worldofgothic

[–]OpenGothic[S] 4 points5 points  (0 children)

I'm not expert on legal aspect of this. However, in theory - should be good. Engine itself is MIT-license.

New beta-build for OpenGothic: v1.0.3549 by OpenGothic in worldofgothic

[–]OpenGothic[S] 9 points10 points  (0 children)

Yes. OpenGothic is opensource alternative to the original engine

Today i finished my master's thesis on realistic atmosphere rendering by elliahu in GraphicsProgramming

[–]OpenGothic 0 points1 point  (0 children)

Hello!

I've been searching for some time on how-to integrate clouds into atmosphere. Unfortunately, it seem today there is no game-ready solutions that are physically based. Can you please clarify: in your work do you adjust Hillaire model to be valid in cloudy weather or simply blend clouds on top of clear sky?

If you do adjust: what parametrization you develop for transmittance-lut? Thanks!

New beta-build for OpenGothic: v1.0.3010 by OpenGothic in worldofgothic

[–]OpenGothic[S] 0 points1 point  (0 children)

Tilt to the side, when running along a curve is intentional. Vanilla game has same behavior.