As a part of a discussion on resurrecting the Tcl + TK port of Angband, darke mentioned briefly that he's ported Unangband to the Ogre engine. This leads into a discussion about the use of #ifdefs vs if(), C89 vs C99 and plug-ins vs abstraction. Interested? You'll have to read the growing angband.oook.cz thread.
Oh, and for those of you expecting renders - porting to an engine is a little different from 3d modelling...
Wednesday, 25 March 2009
Unangband 3d engine
Posted by Andrew Doull at 07:42
Labels: development updates, links, unangband
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3 comments:
Want some help with models? I could do some... But need some concept or or something.
Same the Zack.
I would be really interested in contributing art to roguelikes.
Given there's over 1300 different monsters in Unangband, I appreciate the offer, but don't think 3d modelling is an appropriate avenue for contributions at the moment.
There is always a need for high quality pixel art, of course, regardless of the roguelike...
If you want to do something in the short term, Unangband is lacking a graphical title screen...
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