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Написал: fYNX (30 апреля 2008 18:13) Сообщение #20
Bullno1, Your project seems to be fine. As it is going to open source then it will be great. Do you have any beta of your project ready so that everybody can see what you are talking about. My personal prefrence would be full support for b3d - static models with lightmaps and animated b3d models. As irrlicht is already has ports for linux, and osx and a software renderer, it would work fine, but needing some tweaking for extra features. Netown is a fine Physics engine, and will be great to play with. Looking forward to the.
Зарегистрирован: 21.08.2007
Написал: nabarunr.1 (11 октября 2007 13:42) Сообщение #11
I gotta let you down first. My engine has visual editor but you need to do some coding to program the behaviour of entities. It's not drag and drop style.
What does you "visual editor" do, actually? We don't have problems with creating game levels or entities, or even placing entities in the levels. There are tons of programs which can do that. The thing we need is to visually assign actions to entities and make them work in the engine. FPS creator does that and so does 3dgs. We need an open-source and user-friendly alternative to these. When I wished for a "cooked" stuff, I meant that, and when you said that you are working on that, I thought you too meant the same. Alas...
P.S. What I am asking for isn't impossible, and some good people are actually working on that already. I know for sure that the future is quite bright for non-coders. Rapid application development is a must. Creating a complete game is not printing "hello world". Everybody can do some coding, but the volume of it makes the crucial difference. Here is such a promising project I stumbled upon sometime ago.
Внимание! У вас нет прав для просмотра скрытого текста.
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Зарегистрирован: 11.09.2006
Написал: bullno1 (11 октября 2007 09:48) Сообщение #10
I gotta let you down first. My engine has visual editor but you need to do some coding to program the behaviour of entities. It's not drag and drop style.
But 1 thing I don't understand, is your toolkit gonna be open-source/freeware or warez? 'cause u can't use those model packs without buying them. It better be the "Pirate's GD kit"!
My engine is open source, models do not have anything to do with engine . I just download them for my personal use.
*Let us use 3dws for level creation, and so, support those formats (3dw, b3d, dbo, map, etc). *It will be great if you also support the .ms3d format and skeletal animation. *Please try to provide an additional world editor, where we can place entities like AI, effects, sky/water/smoke, event trigger points, etc. *I want seamless indoor/outdoor integration, portal system, CLOD, multitexturing on terrain, bumpmaps, etc. But I am not a "latest-graphics-shaders-etc" freak. I want my game to run on a pc without a separate graphics card, so it must have a "fallback" option like opengl1 or software renderer.
Irrlicht can support almost all of those features.
I'm not creating anything from scratch. Actually I'm integrating all the existing system: Irrlicht for rendering, FMOD for sound, Boo for scripting, SDL for input , Newton for Physic (in the future may be Lidgren for network)
Зарегистрирован: 4.02.2007
Написал: nabarunr.1 (10 октября 2007 14:05) Сообщение #9
bullno1, That's great news. But 1 thing I don't understand, is your toolkit gonna be open-source/freeware or warez? 'cause u can't use those model packs without buying them. It better be the "Pirate's GD kit"! BUT BEFORE YOU GO TOO FAR WITH THIS, LET ME MAKE SOME SUGGESTIONS:
*Let us use 3dws for level creation, and so, support those formats (3dw, b3d, dbo, map, etc). *It will be great if you also support the .ms3d format and skeletal animation. *Please try to provide an additional world editor, where we can place entities like AI, effects, sky/water/smoke, event trigger points, etc. *I want seamless indoor/outdoor integration, portal system, CLOD, multitexturing on terrain, bumpmaps, etc. But I am not a "latest-graphics-shaders-etc" freak. I want my game to run on a pc without a separate graphics card, so it must have a "fallback" option like opengl1 or software renderer. This way, the performance:quality ratio can be made acceptable to wide range of hardware. There are a lot of directx9 games which have been blockbusters and can be run on modest hardware. The gameplay is everything. Shaders and latest graphics mean nothing to most game-addicts.
Also, the "editor" should have provision to tweak parameters of the AI entities. (like in 3dgs). FPS/RPG is my genre. Lots of requests! Please try to consider.
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Зарегистрирован: 11.09.2006
Написал: bullno1 (10 октября 2007 13:27) Сообщение #8
The category is NOT "Games" but "Game Development". NightHorror, please correct this. I appreciate the poster's endeavour of sharing, and I hope he will continue to share gd stuff with us, but it will be wrong if I didn't say a word or two about this software to all those users who do not have good internet connection. So here it is: This sh!t has been around for a very very long time in D3m0n0id and TPB and others. I downloaded this thing and most updates and model packs, and experimented as much as I could. I must say that the idea of point-click-create is groundbreaking, and I hope that open source ghosts will someday try to cook irrlicht, tokamak, ogre etc to create something REALLY less frustrating, but if anybody ever wanted my opinion on this, then without a second's hesitation I would say, "IT SUCKS 100%". Just my 2 cents...
I'm cooking one with Irrlicht, Newton ,Boo and FMOD(sorry about FMOD)
I only care about the model packs.
Зарегистрирован: 4.02.2007
Написал: cuidaniu (10 октября 2007 06:21) Сообщение #7