after a lot of blood and sweat and tears, i finally got TrenchBroom running on Haiku! i'm so happy that i finally got it properly working. when i started tinkering with Haiku about 2 years ago, this was the big thing that i always wanted to port, but never had the knowledge or patience to do it. but over the last 3 days or so, i finally found those qualities in myself to get it done!
at time of writing i'm still waiting on the pull request to be accepted into the haikuports repository, but i'm hopeful! huge thanks to all the Haiku maintainers and the helpful folks in the #haiku channel over on the OFTC IRC network.
in other news...
- yesterday i published my first preview video for my hack-n-slash game prototype built on the Quake engine! here's the link!
- started working on a plugin for the FTEQW engine to add support for loading Sega Saturn Quake levels, but i got nothing to show yet. i'm familiar enough with the format that i could probably make it work, but it's probably gonna be a slog because of how FTEQW plugins are architechtured.
- been making a lot of progress on an FPS game proof-of-concept with our good friends Notewell! we're hoping to say more soon :3
- i've also been getting ridiculously obsessed with the idea of making a toy 3D game engine with realtime CSG for level deformation (like Red Faction's GeoMod technology). maybe something will come of it??? who knows!!! shout out to the tiny_csg library!
anyways........... bwah!