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Posted: Thu Sep 11, 2003 9:46 pm
by Cyber_Sneak
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' :wink:

Posted: Thu Sep 11, 2003 10:03 pm
by Lka
Cyber_Sneak wrote: 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...... :) ).
Hummm.. I would buy one for me first... I would like to port my "future game" to OSX too.

Posted: Thu Sep 11, 2003 10:12 pm
by Cyber_Sneak
Lka wrote:I would buy one for me first... .
selfish, selish, selfish. :P

oops, i guess we're kinda getting off topic here

Posted: Fri Sep 12, 2003 3:42 am
by indianbeard
I think shaders will be a very needed in the future.There are similar languages like Cg by microsft(HLSL?) and the opengl shading language.

Posted: Fri Sep 12, 2003 6:18 am
by FleshCrawler
Well, i still hope that MD3 will be suported in the future :)

(offtopic)
Cyber_Sneak wrote:and 0.5 will be released 'when its done' :wink:
mr. Mark Rein has spoken :P

{correction} Corrected a typo, wich i noticed when i was tired :P

Posted: Mon Sep 15, 2003 9:09 am
by Raumkraut
Howabout LWO (Lightwave Object/Model) support?

Though I'm probably the only geezer here using it here, I thought I'd get the request on the list. ;)

Posted: Mon Sep 15, 2003 10:38 pm
by WhytWulf
Raumkraut: I'm a lightwave user too, and once I get the front end of my progect finished I'll be turning my head towards 3 file formats, .X, .LWO (maybe have a go at LWS too), and OpenFlight..unless if Niko beats me too it.. :)

Posted: Tue Sep 16, 2003 9:47 am
by Raumkraut
Kickin' bottom. :D

Posted: Wed Sep 24, 2003 10:57 pm
by WhytWulf
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....)

Posted: Thu Sep 25, 2003 6:51 am
by niko
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.

Posted: Thu Sep 25, 2003 11:44 am
by hearsedriver
I would LOVE to see a Mac version. And I would also love to see a Cinema 4D file importer.

Cheers.

Posted: Thu Sep 25, 2003 1:07 pm
by saigumi
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.

Posted: Wed Oct 08, 2003 1:20 am
by Guest
Joystick Support would be nice!

Posted: Wed Oct 08, 2003 1:43 am
by [dx/x]=HUNT3R
Yes it would but this is a 3D graphics engine. key word there "graphics".

Posted: Wed Oct 08, 2003 12:40 pm
by unknown_usr
How about .ase (3ds Max ASCII export) file support? Then it would be possible to place all the lights, cameras and more directly in the editor.