yvt
yvt
OS mostly relies on original player and map object models, which are extracted from the original client and are packaged as a part of `pak000-Nonfree.pak`. Even now it's possible to...
I agree about replacing models with GPLv3 compatible replacements, since the license uncertanity of these files is causing problems among package maintainers. Regarding fonts, do they really need to be...
I consider that it's currently in a gray zone as long as the original author is clearly credited. The reason for this is that he didn't mention its license and...
> Can it be argued that game design is different even though it uses on the same protocol? One simple change (addition/extension, for example an extra packet understood only by...
Thanks!
> 1. Increasing fonts (under dpi) It's actually in the (abandoned) `v0.2.0` branch (https://github.com/yvt/openspades/pull/838/commits/e0a93c801b27bb0062f93c2a8dcf07ff40da3efd) but hasn't been merged into `master` yet. > 8. There is also auto-completion of nicknames on...
One of the biggest issues regarding stencil shadows is its fill-rate requirement, but it should not be a problem in the case of dynamic models (players, grenades, falling blocks, e.t.c.)....
The cases when the camera is inside the volume still need to be addressed even for volumetrics. GameWorks renders a full-screen quad in such cases, but the method to detect...
And I think now I know why most game devs don’t favor screen-space soft shadows: 
The primary reason is that some external libraries used to be obtained from external sources in a binary form and by hand, so providing x86_64 Windows builds would have required...