@ZooL_Smith All native assets mounted straight into Godot with zero processing via a custom importer. Lightmaps are the real actual lightmaps included in the BSP.
https://t.co/TMuWWeDVzz
Mounts Source games like Garry's Mod does.
Supports most native Source assets: maps, models, materials, textures, animations and sounds.
This is done via a custom C++ importer, requires no middle format conversion and is done on separate threads.
(2/4)
Incomplete technical infodump on what Sourcelike is and what Sourcelike does, meant for geeks.
Sourcelike is a remake of Source Engine in Godot 4 complete with multiplayer and asset mounting.
(1/4) ⬇️ ⬇️ ⬇️ ⬇️
@SEAGamethetic The importer will eventually see a public release but I'm fine with people decompiling my game and using it themselves (for other free projects)
@nerrahnerrah tldr; if a prop is too heavy to be lifted by one player, multiple players can combine their forces and lift it simultaneously. This "raw" dragging system makes this simpler.
@nerrahnerrah Good catch! Both Source and my implementation rely on spring-damping but the former is a lot more deterministic (sacrifices weight feeling for accuracy) whereas mine is more "draggy" but allows for better weight feeling and gimmicks such as multiple people carrying the same prop.
Custom netcode built from the ground up in C++ supports both server authoritative and distributed authority modes.
Expensive physics simulations and navigation can be offloaded to clients.
Shown: server-authored dynamic props vs. client-authored props.
Mounts Source games like Garry's Mod does.
Supports most native Source assets: maps, models, materials, textures, animations and sounds.
This is done via a custom C++ importer, requires no middle format conversion and is done on separate threads.
(2/4)