

Yeah the engine has a very strange limit, it has a total number of polygons that it can display at any one time on screen, if you exceed this limit, the game just doesn't draw the extra polygons, so as I said you cant make forests or citys or have massive battles

MechCommander 2 - Wikipedia, the free encyclopediaģ. Yes the game is in C++ (or at least to my very limited coding knowledge it appears to be a C type language)Ģ. I was looking for a thing to do these days, so why not! Hello Sipher and thank-you for your replyġ. We're talking about a full game here, right? Karl (by the way I am in New Zealand so I apologize to anyone who posts and doesn't get a response until the next day) Other (what I believe to be) smaller tasks around improving how the graphics of MC2 are handled and implementing a better memory managment system (currently the game uses statically allocated memory pools, possibly this is the source of the polygon limit?) Implement the existing new rendering features present in our code chunkģ.

If someone is interested in having a play with the source code and maybe joining the team our current "list" of tasks that we would like help with are.Ģ. We have some code already, provided by another coder which should create a LOD system and bump mapping, but its a code fragment and needs to be implemented into the main MC2 source code package. Currently it is very limiting, no bump mapping, no LOD system, has a low polygon limit per frame which causes some of the in-game objects to be only partially drawn if the screen has many objects on it (e.g.

Now the reason I have visited your forum is because I am on the hunt for people who have some spare time and would like a fun side project to work on.īasically our small group need help with the graphics code of MC2. The stars of the battletech universe are called battlemechs and they are basically large walking tanks. MechCommander 2 (MC2) was released in 2003 and the source was released in 2006. Our brand new moddb entry: MechCommander Omnitech mod - Mod DB I am a member of a small team of people who are working on making some source code and content changes to Microsoft's mechcommander 2.
