GSC support is coming... eventually github.com/vladtrc/iw4L/pull…
3
229
been working on a renderer performance/parity so far the rendering system is the most complicated one i kind of get stable ish 60 fps but I feel like there's still a long road ahead piped.video/EKwYzan96T8
1
129
Menu RE progress (': Already working on lobbies/P2P. I’m rejecting direct P2P due to NAT/port-forwarding pain. IW4L stays peer-hosted, but all remote traffic goes through a relay/master VPS using QUIC via Quinn for reliable control + low-latency gameplay datagrams.
1
54
rough iw4 asset pipeline
3
93
a more in-depth look on why I have decided not to reverse engineer the game 1:1 but port it to bevy rust instead playground.ru/call_of_duty_m…
82
piped.video/jsjAfC77SRM My ai67slop engine now runs MW2 mechanics, MW3 maps and BO1 weapons 🥹 AFAIK, nobody got this far natively: cross-game assets were manual ports. Mine reads neighboring IW games directly. No MW2 weapon/attachment limits!
1
109
piped.video/8bFwW_XePUQ got iw5 weapons working inside my bevy rust ai slop 67 engine the weapons are not ports. a single exe reads both games assets and merges them natively
1
1
117
mp_nightshift aka skidrow, my fav map from the original game! it looks... okay i guess. kinda too orange-ish tho piped.video/3G23J9z59Fk
77
iw5 map is kind of working mp_terminal looks v good fpv animations are nonsense tho haha, as well as equipment. I still got a long way to go (: piped.video/6pbHRu51j4w piped.video/x5G0dlvhTj8
1
1
2
153
here is my progress remaking mw2 via bevy engine / wgpu - no external deps, uses game files - supports multiplayer piped.video/ODXO2GaDa1I - this is not a 100% reverse engineered, uses ecs for scheduling jobs and netcode is fully rewritten @momo5502 @mjkzys @cart_cart
7
21
2,913
original game uses directx shaders so Im translating them to wsgl on the fly
1
257
the screenshots are: my rework / retail
1
322