@helo123o Nice work! Regarding the texture misalignment: our vertices (32 bytes each) are optimized via integers. The UV coords are packed into 2x2 int16 (xy for two channels: base and overlay). Vtx format is: vec3f Pos; uint8[4] Tng; uint8[4] Nrm; int16 UVs[2][2]; uint8[4] BinNrm.
@JonasTyroller Games with compelling gameplay work even when programming or graphics are poor (see Dwarf Fortress).
Reciprocally, games with top-tier performance and great graphics but inadequate gameplay fail completely.
Programming and graphics are just the side dishes.
@chavalitocubano @Erarnitox Hey YoYo,
most likely, you think of an advertisement for the game "No Man's Land" which could have been part of the free Santa Claus back in 2002 (both games were published by CDV).
@lisyarus ZIP doesn't perform well with compressed textures (which take usually the lion share of resources). We use LZ4 for much faster decompression times (about 10 time faster).
@Erarnitox Nice to hear that you had a good time with the game.
Yes, the first game released in 2002 using our own DX8 based engine. For the remaster, we're using our own DX9 based engine which supports a high efficient GPU driven particle system. Meanwhile, we switched to Vulkan.