D2X-XL Worklog

Notes on features and problems from the development of D2X-XL, newest first.

Lightmaps Revisited

When making a sight seeing tour through a few of my levels recently, I noticed that in certain areas lightmap based lighting looked just horrible. This was most noteable in places using very irregular segment shapes. My first thought was to simply ignore it and use per vertex lighting instead - but I just cannot live with something like that.

So I set out to fix lightmap calculation, and the more I looked into it, the more I understood how horribly flawed my implementation had been. There was no easy fix, I had to completely rewrite it. It was quite an effort to get this done right. Many of the optimizations I tried to implement to speed up lightmap calculation proved faulty and had to be dumped. Even when I had the (simplified) physics math right, ugly effects owed to the segmented structure of Descent levels cropped up, forcing me to develop methods to remove the resulting lighting artifacts. I had to work around numerical errors based in limited floating point precision which caused ugly artifacts. I even replaced a ray tracing based collision detection function stemming from the original Parallax code, which had been coded to the book, but had been using an inefficient algorithm. My core lighting code has been simplified and improved in the process as well, making it faster and easier to understand.

In the end I finally succeeded, and D2X-XL computed nice looking light maps, properly accumulating light contributions from different light sources casting their light from different distances and angles, and creating nice shadows. The only remaining problem was that huge faces had visible jaggies at shadow borders, because the lightmap resolution was too low for these faces. Fortunately, I had added a blur shader to D2X-XL a while ago to support glow rendering, and this came very handy for gently blurring lightmaps, which now look quite fabulous in my eyes, and finally and for the first time produce real good and convincing lighting for Descent mines.


News

A new D2X-XL update fixing broken screen resolution persistence is available

There is yet another D2X-XL update is available (the new Pumo Mines broke a few things ...)

Believe it or not: There's a new D2X-XL version online!

Uploaded updated D2X-XL and library source code that compiles with Visual Studio 19

After a really long time, another new DLE version is available

A new DLE version is available (hear, hear!) :D

A new Max OS X version of D2X-XL is available!

D2X-XL now offers a cartoon style render mode!

New D2X-XL and DLE versions are available

Blarget has got his own area in the level spotlight

New D2X-XL and DLE versions are available

A couple of levels have been added to the level spotlight

Hooray! We're finally having a new Mac OS X version of D2X-XL!

D2X-XL now features an observer mode for multiplayer games

A new D2X-XL version with improved multiplayer synchronization is available

A new D2X-XL version fixing out of sync problems in multiplayer games is available

A new D2X-XL version with many multiplayer bug fixes is available

Added high quality (ogg) Descent 1 and 2 music to the downloads area

A new D2X-XL version with important bug fixes is available

D2X-XL compiles and runs on Linux again!

Descent 1 and 2 high res textures are now available as complete downloads

A new DLE version with a ton of bug fixes and improvements is online

A new D2X-XL version is online

A new D2X-XL version with a much needed bug fix is online

A new DLE version is online

Published another DLE version with more bug fixes and improvements by Sirius

Published a new D2X-XL version

Published a new DLE version with tons of bug fixes and improvements by Sirius

D2X-XL now supports Oculus Rift 3D headsets!

Updated DLE and D2X-XL to support new level features requested by Pumo

Added an article about DLE's new tunnel generator to the worklog

DLE's new tunnel generator is finished

Added a new article to the worklog

Published a new DLE version

Added a new article to the worklog

Added two new articles to the worklog

D2X-XL and DLE-XP now support triangular segment sides!

DLE-XP has an OpenGL render and 1st person view!

New DLE-XP version available

Wrote a new worklog article

Check out DarkFlameWolf's level spotlight section!

New DLE-XP and D2X-XL versions are available

A new DLE-XP version is available

Added a worklog article about the way point feature

Added way point support to DLE-XP and D2X-XL

Posted a bunch of new screenshots

Posted a bunch of new screenshots

A New version of DLE-XP is available

New OS X version of D2X-XL is available!

Added article about lightmaps to worklog.

New article and video added to worklog.