i forgot to make an announcement when i deployed it, but you may have noticed that my website looks hella different, again! huge thanks to my friend wavebeem for doing most of the legwork in the redesign :3
i'm hoping to run a level design jam on the Quake Mapping discord server centered around the Jolt Physics in FTEQW stuff i've been doing over the last few months. watch this space, i'll make an announcement on this website when i do!
here's some stuff i've done lately!
- added support for music to the Qrusty Quake sourceport
using SDL3_mixer... i'm a huge fan of this sourceport! software rendering
forever!!! yknow, i've actually done a bunch of things for Qrusty Quake lately...
- web browser port
- save screenshots as bmp instead of pcx
- refactor the CMake build scripts
- ...and more on the way, probably!
- got two pull requests merged for FTEQW, one adding a new feature for the Emscripten builds and the other fixing some annoying console spew when compiling the Emscripten builds
- added SDL3_image and SDL3_ttf to Haiku's software package repository
- refactored the CMake build scripts for the Taradino Rise of the Triad sourceport
- ported the TinyGL usage examples to SDL3 and fixed some of the bugs and lame things in the build system
- did the same thing i just said but for the plush library as well! SOFTWARE RENDERING FOREVER!!!!!
- wrote a fancy tool that takes existing heightmap images and converts them to FTEQW's native heightmap level format. not public yet, but will be soon!
- "the last migration of the eggbugs" is now available on this website as a "live feed"! this is a little 3d animation i posted on cohost.org shortly before it shutdown. this webpage is the actual program running in realtime, in a loop, using webassembly!

and here's a bunch of TODOs and things i wanna do!
- write an FTEQW plugin for loading various voxlap game assets
- fix the bugs and unfinished things in my Rise of the Triad format plugin for FTEQW so i can work on Triad Arena again
- speaking of ROTT, i've been toying with my NetROTT port again just to see if i can fix the networking bugs... but i'm always taken aback by how nasty the ROTT source code is
- started working on a libxcb backend for the Clay layout library, but writing code for libxcb massively sucks since the documentation is so sparse and full of TODOs, even after all these years. maybe i'd have better luck writing a backend using raw Xlib? much to think about...