it wasn't so much the quake engine, but some of the aspects for a 3D FPS game using J2ME w/3D. it was something to mess around doing while i'm waiting for my computer to be shipped up and can get back to serious work again.
in the end it was more of a doom in 3d clone, and simple terrain matrices.. just so she could have a halo-style game on the move.
could upload it if your cell supports CDCL 1.0 and MIDP 2.0 + 3D, and you can try it if you like.
Quote: "Raven had also totally fixed ODE and was going to release the update after he finished the documentation. That was what, like a year and a half ago?
That would be a great update for everyone that hasn't bought DarkPhysics yet. That should also make Raven an expert with physics, making him a strong competitor in the PhysX competition"
I wouldn't say totally fixed, but I corrected many of the issues that were there before. Added a few things which made the engine faster, and ragdolls.
It was suppose to be for TGC, I mean I sent back my build that was VC8 compliant and fixed the inital bugs reported along with quicker vector lists. Just simply wasn't released, so figured there wasn't much point in sending my updated builds either.
Honestly who would even bother using my ODE, over TGCs? or Newton?
As many of you kept pointing out quite blantently a lot, I had nothing to do with TGC past TechSupport (not even that now). So why would anyone use what I release over them?
None of that matters anyway, cause this post is about Drew. Who due to his total ignore of my post guess it means he'd rather stay on the path he's already doing or go it alone using XNA. Totally up to him.
(no doubt there'll be some sort of negative response to what i've posted, but don't expect any answer)
Intel Pentium-D 2.8GHz, 512MB DDR2 433, Ati Radeon X1600 Pro 256MB PCI-E, Windows Vista RC1 / XP Professional SP2