Feature Requests
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ok, forget the cg idea since right now it is nvidia only. still shaders support would still be cool. getting irrlicht to compile on OSX probably wouldnt be to hard would it? if i had a mac i'd try to myself (if u wanna donate one...... ).
and 0.5 will be released 'when its done'
and 0.5 will be released 'when its done'
If a packet hits a pocket on a socket on a port,
And the buffer's interupted and the interupt's not caught,
Then the socket packet pocket has an error to report.....
And the buffer's interupted and the interupt's not caught,
Then the socket packet pocket has an error to report.....
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Niko, here is a nice idea. how about pageble geometry. like Morrowind.
I've been playing around with Vega Prime, at work (developers are nice to let me look at their tools), and came across this nice feature, where the world is broken into chunks (array of map objects). As the player moves around the world the mapobjects in the direction the player is moving are loaded and the mapobjects behind are removed (freeing up memory), so technically the player would never notice a loading screen or pause as the world geometry is loaded..
Oh I can't do an Open Flight loader, as the API to read it in is licence only (so the dev team tells me) (I don't wnat to get Niko and myself into trouble....)
I've been playing around with Vega Prime, at work (developers are nice to let me look at their tools), and came across this nice feature, where the world is broken into chunks (array of map objects). As the player moves around the world the mapobjects in the direction the player is moving are loaded and the mapobjects behind are removed (freeing up memory), so technically the player would never notice a loading screen or pause as the world geometry is loaded..
Oh I can't do an Open Flight loader, as the API to read it in is licence only (so the dev team tells me) (I don't wnat to get Niko and myself into trouble....)
Project Admin -
http://shadowrunonline.sourceforge.net
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There are 10 kinds of people, those that understand binary and those that don't.
http://shadowrunonline.sourceforge.net
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There are 10 kinds of people, those that understand binary and those that don't.
The idea of streaming data in and out is nice, but it's a lot work to do. But since i've played Gothic and DungeonSiege, I'll think about that too.
About LWS support: No, not in the near future. But there will be .X support, i think there are some very good exporters from lightwave to .X. MD3 support: Yes, maybe already in next release, but I cannot promise it.
Pixel/Vertexshaders: Sure, but later.
OSX: Not in the next half year. I don't have access to a Mac, and I don't think there are a lot users who want this. Correct me if I am wrong.
About LWS support: No, not in the near future. But there will be .X support, i think there are some very good exporters from lightwave to .X. MD3 support: Yes, maybe already in next release, but I cannot promise it.
Pixel/Vertexshaders: Sure, but later.
OSX: Not in the next half year. I don't have access to a Mac, and I don't think there are a lot users who want this. Correct me if I am wrong.
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I would LOVE to see a Mac version. And I would also love to see a Cinema 4D file importer.
Cheers.
Cheers.
matthias gall, lead programmer at sechsta sinn - email matthias@sechsta-sinn.de
Pageing terrain is already do-able.
My first howto had it, but I called it "Seemless World".
http://www.saigumi.net/archives/000021.html
The code for BlockQuest uses one huge bitmap to figure out which textures and a bunch of landblock files control the objects on each tile.
My first howto had it, but I called it "Seemless World".
http://www.saigumi.net/archives/000021.html
The code for BlockQuest uses one huge bitmap to figure out which textures and a bunch of landblock files control the objects on each tile.
Crud, how do I do this again?
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