Daemon
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The Dæmon game engine. With some bits of ioq3 and XreaL.
When I got an error starting the cgame VM on startup (`Error during initialization: VM: Could not create child process: Access is denied`), the fatal error dialog box was created...
Observe the floor near the bottom left:  [Intel UHD Texture distortion](https://github.com/DaemonEngine/Daemon/issues/909) is back. But in this spot, the bug happens __only if__ `workaround.glHardware.intel.useFirstProvokinVertex` [sic] is enabled. This location seems...
Divide out the w coordinate in the vertex shader instead of the fragment shader. Also add comment about hacky depth fraction calc.
https://github.com/DaemonEngine/Daemon/blob/0407cd81ae90fa7e1430f786a8b7f856552f311d/src/engine/renderer/gl_shader.cpp#L1037 receives the shader without any macros set, so #insert gets incorrect line count if any macros are set.
The only thing [nacl_helper_bootstrap-armhf.cpp](https://github.com/DaemonEngine/Daemon/blob/master/tools/nacl_helper_bootstrap-armhf/nacl_helper_bootstrap-armhf.cpp) does is to set an environment variable and change the working directory. These actions should be doable [in the posix_spawn call](https://github.com/DaemonEngine/Daemon/blob/d077f89c688c35c7bb2c4bc91600b90372758aa4/src/engine/framework/VirtualMachine.cpp#L191) that starts the VM. The...
What is the need for `nacl_helper_bootstrap` on Linux? On my end the game runs without it.
When the server transmits an entity state to a client, it is always delta encoded against some base entity state. This base entity state is one of the following, in...
Right now we have 3 kinds of GLSL shader loading implementation (`r_lazyShaders`): - 0: build all shaders at game start before reaching the main menu (old default): it builds everything...
This is the historic XreaL liquid shader design: ```c textures/test-water_custom/water { qer_editorImage textures/test-water_custom_src/water_d qer_trans .6 surfaceparm nobuild surfaceparm trans surfaceparm water surfaceparm nonsolid { stage liquidMap map textures/test-water_custom_src/water_n scroll time...
Relief mapping is not applied on depth computation, hence alpha-tested textures using depth write (like grids) displays a bit of void. It's possible to workaround this by disabling the depth...