RigelEngine
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A modern re-implementation of the classic DOS game Duke Nukem II
HUD is done, only frontend content (menu/story/bonus screen etc.) remains. Step 1: Make full-screen images moddable Step 2: Allow high res replacements in DukeScriptRunner and other screens
I saw this running in ultrawide but I see no way to gain an ultrawide aspect ratio on a 16:9 4K monitor (obviously with black bars above and below which...
There are a few places in the code that feature `using namespace std` at top-level file scope. These should be removed and replaced with either full qualification, or function scope...
~Many of the digitized sound effects don't sound on-par with what DosBox outputs, they are too quiet and missing high frequencies. Also,~ there are clicking/popping issues with quickly repeated sound...
Hi there @lethal-guitar I am still at awe with the new "Smooth scrolling & movement" option, it's just incredible and the game looks brutally arcade-esque to me now! However, movement...
Currently, it's quite cumbersome to implement behavior controllers that temporarily enable gravity for their entity (e.g. to implement jumping enemies). More specifically, reacting to the object hitting the ground due...
Normalize line endings (i.e., convert `\r\n` to `\n`) in `CMPFilePackage::fileAsText` instead of dealing with them in the Duke Script parser code.
I tried using the `CMAKE_OSX_ARCHITECTURES` flag and that generally seems to work as far as CMake is concerned, but fails to build because of platform specific code in the SDL...