In a post at Inside3D, Manoel “Fragger” Kasimir announced v2.0 of Makaqu (aka nxMakaqu), his enhanced multi-platform Quake engine:
I’m working on Makaqu, aiming for a 2.0 release.
Here’s the to-do list so far, from the top of my head:
- General stability and mod compatibility improvements.
- Get the hardware renderer working.
- Finish improving the controller support in Windows.
- Proper implementation of Fightoon’s features.
- Alpha blending for BSP models.
- Automatic generation of blendmaps.
- 16/32 bit color software rendering.
- 8-bit colored lighting in software.
- 16/32 bit colored lighting in software and hardware.
- Brown/custom colored tinting of the menu background.
- Better support for multiple resolutions (HUD/menu/console scaling, custom screen aspect, etc.).
- Port to flash.
- Port to Linux.
- Port to DOS.
And the wish list:
- Hardware rendering on the Dreamcast.
- Support for the Dreamcast lightgun.
- BSP texture dithering on the software renderer.
- WAV/MP3/OGG/FLAC/ADX streaming and CDDA replacement.
- QuakeWorld support.
- Port to Mac.
- Port to Wii.
- Port to Nintendo DS.
- Port to PSP.
- Dreamcast controller’s analog stick bugfix (untested).
Work in progress:Current changelog:
- reckless’ depth sorting of entities (from http://forums.inside3d.com/viewtopic.php?p=22096#22096 ).
- SV_TouchLinks fix ( from http://forums.inside3d.com/viewtopic.php?p=23999#23999 ).