The console is now re-integrated and fully works. Below you can see some simple screenshots of the console in action, on Windows and Linux (click to see full size). Note that these are older, keep reading for a more recent look:
This may not look like much, but many of the core systems had to be re-written or re-integrated just to get to this point. Remember that for the merger I’ve started with a fresh new project and have been re-integrating and refactoring the code as I import it (or rewritting as needed) to work with OpenGL, be free of D3DX dependence and work on Windows, Linux and OS X while sharing as much as possible.
So far the dynamic game libraries are working, DarkXL is displayed above because the DarkXL.dll / DarkXL.so file is currently loaded. It gets the name and version number from the library since the games can be updated without recompiling the engine. There is also the platform independent Input system, file system, image loader, texture cache, core renderer, vertex and index buffers, bitmap fonts and font rendering, console, high resolution timer and so forth.
The “movie playback” system is in place, with the first supported format being the cutscene system used by Dark Forces. In addition the UI scripts, which control the UI/HUD and general gameflow are working well. DaggerXL UI scripts and movie playback support is next.
I’ve also been taking care to handle widescreen better with 2D elements.
DarkXL Title screen:
And various screenshots from the intro cutscene, notice that the aspect ratio is preserved, which is why there are black borders on either side in widescreen. Note that game UI will recieve similar treatment.
Once more of the UI is finished for DarkXL, I’ll do the same for DaggerXL, BloodXL and OutlawsXL. After that I start getting the 3D gameplay re-integrated and working for all 4 games on all platforms. I’m expecting to start getting the gameplay re-integrated and start outside testing next week.