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To minimize the amount of pressure I am simply going to jot down my ideas here. They are very rough so don't rely on them or make the assumption that I will finish these one day. If any of these ideas interest you, please compose an email to the following address: contact.roozerxc@gmail.com
Like the Titanfall Xbox 360 port but on AIDS. Sorry Bluepoint and Panic Button, but I can't afford to hire you guys. :(
Since A████a can technically run on an Athlon 64 CPU, the graphical aspect of the game could most likely be reduced to GL versions 1.3/1.4 or DirectX 8/9 at most on true AGP. For now this is not something worth looking at the moment. The main focus is setting up the main function (which is the first thing that gets called in LowLevelSystemSDL) and some barebones housekeeping similar to the base HPL project for essential stuff only.
Additionally, because GPLv3 forbids statically linked binaries with proprietary, non-free runtime dependencies (which includes but is not limited to, the non-free Microsoft Visual C++ Runtime Redistributables), the code will have to be rewritten under a 2-clause BSD license regardless if the program is being compiled with MSVC. So, even if someone can statically link non-free dependencies in the game executable, they won't have to worry too much about the penalties of such dependencies being linked unlike the GPLv3.
My example system has an AMD Athlon 64 3300+ clocked at 2.4 GHz, an ATi Radeon 9550XL with 256 MB of video RAM, and 1 GB of system RAM. If A████a's engine were to be rewritten in a way that the game should run on the mentioned hardware, all of the textures in the game would have to be compressed and downscaled to fit in the graphics card's video memory (mipmapping is an option).
Consequently, model detail also needs to be reduced through various methods and optimizations (e.g. Level of Detail, triangle reduction, data redundancy, etc). Again, I mentioned earlier that this is not something worth looking at right now, so that's already far off the to-do list.
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