Posted: Thu Oct 05, 2006 1:16 am
Hi, all!
3ddev -- wow, first graphic, then editor, now audio? niko rocks... I'll definately play around with it and compare it to fmod and audiere...
Anteater -- thanks. I've been playing DW VII as research for how a 3D DW would feel/play. I'm getting a lot of useful info from playing it. The puzzles are killing me though.
Darkchrono -- I've tried out the latest irrWizard a while back. It's growing into a very mature framework with every release. Scripting you say? That would be awesome since most of the current code base in DW1 3D is hard coded (yuck!). It would be best to use scripting to make it easier to change stuff (like particle effects).
lostclimategames -- I plan to use lod once the project grows larger than a single town. I'm focusing on getting everything working right (play mechanic, graphics, camera, animation, inventory system, fonts, etc.) with the one town. It's a lot to do. But things should move faster once brecconary town is complete.
Some bad news, it looks like updating to the latest irrlicht version broke the 3d brecconary town model. But I think it actually exposed problems in my poorly made 3d model. So, I'm going back and reworking the model to be more compliant with the latest irrlicht version.
I've been playing around with building DW 1 3D targetting windows x64 based on instructions from here (it still needs some work):
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=15056
I've also been poking around the ogre 3D forum (maybe make an ogre 3D build of DW 1 3D in the future as well). I've found the custom material system a bit frustrating compared to the way irrlicht reads in the actual file format of the 3d modeler. I do like the plugin system. You guys have got to try out ofusion (it's too bad it doesn't support irrlicht):
http://www.ofusiontechnologies.com/index.html
Okay, that's all for now. Thanks everyone for your posts!
3ddev -- wow, first graphic, then editor, now audio? niko rocks... I'll definately play around with it and compare it to fmod and audiere...
Anteater -- thanks. I've been playing DW VII as research for how a 3D DW would feel/play. I'm getting a lot of useful info from playing it. The puzzles are killing me though.
Darkchrono -- I've tried out the latest irrWizard a while back. It's growing into a very mature framework with every release. Scripting you say? That would be awesome since most of the current code base in DW1 3D is hard coded (yuck!). It would be best to use scripting to make it easier to change stuff (like particle effects).
lostclimategames -- I plan to use lod once the project grows larger than a single town. I'm focusing on getting everything working right (play mechanic, graphics, camera, animation, inventory system, fonts, etc.) with the one town. It's a lot to do. But things should move faster once brecconary town is complete.
Some bad news, it looks like updating to the latest irrlicht version broke the 3d brecconary town model. But I think it actually exposed problems in my poorly made 3d model. So, I'm going back and reworking the model to be more compliant with the latest irrlicht version.
I've been playing around with building DW 1 3D targetting windows x64 based on instructions from here (it still needs some work):
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=15056
I've also been poking around the ogre 3D forum (maybe make an ogre 3D build of DW 1 3D in the future as well). I've found the custom material system a bit frustrating compared to the way irrlicht reads in the actual file format of the 3d modeler. I do like the plugin system. You guys have got to try out ofusion (it's too bad it doesn't support irrlicht):
http://www.ofusiontechnologies.com/index.html
Okay, that's all for now. Thanks everyone for your posts!