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License: The Unlicense
Kero is a Source Engine game engine client implementation written in Go.
License: The Unlicense
Hi ๐
This looks like an awesome project, well done! I was wondering if it could be used for doing headless visibility/LoS checks for CS:GO.
I'm mostly thinking in the context of demo parsing here.
I'm imagining something like:
LoadMap("path/to/mapfile")
RayTrace(a, b)
true
/ false
or number of objects in between the two pointswould this be something that could fit into the scope of the project?
Renderable staticprops are calculated at the beginning of a frame, but each instance of each prop gets its own draw call. Instead they should be grouped and rendered as instances to reduce draw calls.
Some props are rendered as rubbish. It looks to be related to multi-part props not have vertices correctly loaded.
This needs to be fixed, and can be seen on almost any map
Actually generating the bullet collision environment is "fast enough". And small worlds (aka stock maps) perform quite well. However larger custom maps get extreme lag with physics enabled (ze_bioshock for example).
A few tests indicate large numbers of displacements and/or staticprops cause this. These need optimising
The eventual plan is to support baked lightmaps, but for now a deferred renderer will suffice.
This issue covers:
Additional support can be added at a later date.
Currently only first basetexture is used on displacement. Update displacement rendering to support vertex painting
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.circleci/config.yml
galaco/go-gtk-ci 1.13b1
go.mod
go 1.19
github.com/galaco/KeyValues v1.4.1
github.com/galaco/bsp v0.3.0
github.com/galaco/filesystem v0.1.4
github.com/galaco/gosigl v0.2.1
github.com/galaco/source-tools-common v0.1.0
github.com/galaco/stringtable v0.1.1
github.com/galaco/studiomodel v1.0.0-beta.1
github.com/galaco/tinygametools v0.1.1
github.com/galaco/vmf v1.0.0
github.com/galaco/vmt v0.1.3
github.com/galaco/vtf v1.2.0
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6@726fda9656d6
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b@93cebf72946b
github.com/go-gl/mathgl v1.0.0
github.com/inkyblackness/imgui-go/v4 v4.5.0
github.com/sqweek/dialog v0.0.0-20220809060634-e981b270ebbf@e981b270ebbf
Displacements are usable now, except it needs investigation into how to test displacement visibility, as they are skipped when computing visible clusters at the moment.
Maps that reference textures that can't be found will crash the engine.
There is a partially implemented fallback that uses texture.NewError
that will default to the iconic purple checker material, but that does not currently appear to work.
I don't play it that much anymore, but maybe I could finally add in right wing terrorrists to the game.
Implement skybox rendering:
In many cases (particularly in ze_FFVII_Mako_Reactor_v5_3
) rotating the camera will cause clusters to pop in and out.
Investigate why visibility culling is marking clusters as out of view when they arent.
Not to be confused with props, a model is a bsp tree that is linked to a brush entity (such as func_breakable). These entities need loading and rendering
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