Description and FAQ (27.04.2017)
BloodGDX - is more perspecive project then BloodCM.
My Blood port is based on Java's libgdx framework and can reading all of original Blood maps and original Blood resources and playing as original Blood at this time.
Q: Is it related to the stone gargoyle crouching bug? Can that be fixed
A: Maybe I can, but it will be not a "Blood" gargoyle, and it will be impossible to compare recorded demos from original game. Comparing demos - is the only way to make BloodGDX indistinguishable from the original game, therefore I will not fix such bugs at this time. Maybe in long-long future.
Q:Are you planning to make the multiplayer part of the game?
A: I planning it, but I haven't expirience with multiplayer programming. Its not easy, but maybe I can make it too
Q:Do we get to choose between software/openGL/direct3d?
A: Libgdx support only OpenGL, therefore - no. But maybe I will make new renderer at future, and it will possible to switch between OpenGL1.0 and OpenGL2.0
Q:Is there a way for us peons to donate to the cause?
A: I have donate button in my site (m210.duke4.net) there is a paypal button in the lower right corner of the site (under random screenshots)
Q:Is there going to have any Dynamic Light, like in Eduke32 ?
A: I hope I can do it, when I write a new OpenGL2.0 renderer
Q:Will this let you play mods like Death Wish and Bloody Pulp Fiction?
A: Yes, my port is a almost 100% copy of original Blood and my port can all what original Blood can.
Q:Will this run on a low end PC with say a 1.6ghz CPU?
A: Yes. it works on via-c7m (pentium3?) There is framerate between 30-80fps (120fps max). 30fps when ROR is drawing. Btw, such framerate has eduke32
Q:Would this support the CD music?
A:I don't found instruments in Java for play music from CD, therefore port will support mp3/ogg and midi music only