I'll blog like I ride - slowly but with lots of mistakes
Although the signal to noise ratio here will be low it will be greater than zero…
I’ve been having fun recreating an old half-life mod in Godot and in the process have spun out a few separate libraries:
- goldsrc-godot A GDExtension to load goldsrc resources (bsp, mdl, spr, wad). Part of the fun here was implementing PVS Runtime Visibility Culling and BSP Hull Collision. Although you can’t implement the same exact goldsrc hull collision without a custom physics engine…
- hop-godot A GDExtension that uses the hop physics engine (A standalone header-only fixed & floating point C++17 physics library for swept-collision simulation) which lets us implement the Goldsrc BSP Hull Collision. However you also really want the low bandwidth netcode…
- goldnet-godot A GDExtension that implements goldsrc style netcode - an unreliable, delta-against-acked-baseline snapshot stream. It’s almost a drop-in replacement for a MultiplayerSynchronizer.
Had a fairly fun gaming session last night with surprisingly few bugs…