"BloodGDX - is more perspecive project than BloodCM. I started reverse-engeneering of original blood.exe, because I successfuly found main BuildEngine methods such as rotatesprite, drawsprites, drawrooms etc. In this way, I had got 50% of Blood source code and 20% of methods I found in alpha version source code (some methods are without changes). Also alpha source code helpt me with figuration of my decompiled code. 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(perhaps there is have a difference between Blood v1.21 and my port, because I working on decompilation of v1.00 (v1.00 is more readable after reverse-engeneering than v1.21) After my first release of BloodGDX I can start to fix graphics bugs, rewrite renderer and writing models/voxels and hires textures support."
--Alexander "M210" Makarov
BloodGDX (briefly gdxBlood) is a project aimed at porting the original Blood to modern operating systems using the libGDX framework for Java. Created by Alexander "[M210]" Makarov, the main developer of the earlier BloodCM, it was first announced on January 9, 2017 and had its first public beta release v0.75 on May 19, 2017.
As well as straight up reverse engineering, the implementation is referenced from the leaked full Blood Alpha source code. The renderer is allegedly based on EDuke32's Polymost system, a point of some consternation among EDuke32's developers, although a new renderer for the port is said to be in development. It is also based on a prototype called gdxTekwar for William Shatner's TekWar released on January 7, 2016; Makarov has stated a desire to produce a similar effort for Redneck Rampage.
Controversially, Makarov has indicated that he has no immediate plans to release the source code to BloodGDX; it also has been described as being deliberately obfuscated. He has indicated interest in producing a more limited SDK for the port however. Reception for the port has been largely positive, with reservations mostly resting on its closed source nature, high-level implementation via the Java virtual machine, and legal questions regarding the ports construction from disparate technical sources. Makarov also has no immediate plans to make a modern version of MapEdit.
Note: as compared to the original DOS executable.
- An easy to use launcher.
- VSync and FPS uncapping.
- Ability to Select different Midi driver.
- Ability to change music type to either CD Music or MIDI.
- Still supports original Blood fan add-ons and mods.
- Widescreen support.
- Texture filtering, Anisotropy, True color textures and various other visual enhancement options.
- High resolution sprites, skyboxes, glow and detail mapping.
- Improved mouselook to make it smoother.
- Game options, allowing players to turn different features of the game on or off, such as Swaying and slope tilting.
- Ability to launch custom maps by placing them in "maps" subfolder.
- Working ingame console.
- Autosave when the player reaches a new level.
- Some fan add-ons like Death Wish may cause rendering issues due to renderer differences.
- Inaccurate colour palette may drastically change the way lighting and colour-maps work in some cases.
- v0.788 (19.02.2018)
- v0.787 (16.02.2018)
- v0.786 (10.01.2018)
- v0.785 (24.12.2017)
- v0.784 (12.12.2017)
- v0.783 (11.12.2017)
- v0.782 (03.12.2017)
- v0.781 (13.11.2017)
- v0.780 (09.11.2017)
- v0.779 (02.10.2017)
- v0.778 (29.09.2017)
- v0.777 (26.09.2017)
- v0.776 (11.09.2017)
- v0.775 (07.09.2017)
- v0.774 (13.08.2017)
- v0.773 (10.08.2017)
- v0.771 (19.07.2017)
- v0.772 (08.08.2017)
- v0.770 (11.07.2017)
- v0.769 (24.06.2017)
- v0.768 (16.06.2017)
- v0.766 (4.06.2017)
- v0.763 (23.05.2017)
- v0.765 (25.05.2017)
- v0.761 (22.05.2017)
- v0.75 (19.05.2017)