clearing on 4/7/2008 at 08:18
:thumb:
bikerdude on 4/7/2008 at 11:39
Quote Posted by Volca
It's T1 again, but believe me, it works with the others :)
Volca
This is truly amazing, I knew the thread was bubbling away in the background, but a mostly working engine that can play OM's and FM's....duuuuuuuuude..:eek:
pat your self on the back and keep up the good work :thumb:
biker
Volca on 4/7/2008 at 11:50
Quote Posted by Bikerdude
Volca
This is truly amazing, I knew the thread was bubbling away in the background, but a mostly working engine that can play OM's and FM's....duuuuuuuuude..:eek:
pat your self on the back and keep up the good work :thumb:
biker
It's still in it's humble beginnings. All the event generating/handling code (e.g. the Engine ;) ) still waiting to be written.
Some of the nuances of the rendering are themselves taking too long to properly implement (not much is happening lately though). For example the relation between HasRefs and RenderType property. Or the transparency values on the SubObjects of the meshes v.s. RenderAlpha property. The alpha still needs work, as the results are not comparable to what the dark engine does.
Every property not entirelly "orthogonal" to others has to be tested in numerous combinations to those which it touches in function.
Well, maybe I'm just being too picky :)
New Horizon on 4/7/2008 at 13:46
Quote Posted by Bikerdude
Volca
This is truly amazing, I knew the thread was bubbling away in the background, but a mostly working engine that can play OM's and FM's....duuuuuuuuude..:eek:
Whoa, slow down there Biker, they're not that far along. :) Judging from our own experiences on Dark Mod, I would guess this is still years away from having 'playable' missions.
Correct me if I'm wrong Volca, but so far everything is pretty much graphics oriented?
Volca on 4/7/2008 at 14:00
Well, yes. What the screenshots actually show is that we have object system implementation close to complete (the skeleton, not the actual code for the properties). The path to the objects rendered on screen is longer with Dark Engine than it would be with just another engine, quite probably.
There is also a nearly complete code for python bindings. A great part of the code (the game-dependent parts, mainly) is planned to be coded using python.
RavynousHunter on 16/8/2008 at 12:44
Any new reports from the trenches? Haven't heard anything in some time.
Volca on 18/8/2008 at 18:29
Everyone has been busy with a non-opde things so the progress is really slow.
Displacer did some interesting work on PHYS_SYSTEM chunk, some of the info he gave me is still not implemented into our experimental phys_system decomposer (but will be soon).
I'm mainly doing code cleanup and building a documentation generator for Property and Link data, that should be quite useful for nearly anyone from people that work on opde to people that use it.
Aside from that, the work on opde was really slow. I got back on it last week so there might be some progress soon (nothing remarkable I'm afraid though).
Haplo on 18/8/2008 at 23:50
To follow up on Volca's post, I have been very busy lately too. The monster called 'real life' is hard to beat sometimes.
Anyway, I have been working on an installer for openDarkEngine. Previously if you wanted to try opde out you had to:
1. Install a subversion client,
2. Figure out how to checkout the code from sourceforge,
3. Install CMake,
4. Install Python,
5. Download and install OgreSDK
6. Install VC Express (assuming you are on Windows),
7. Install VC SDK,
8. Create a VC solution file using CMake,
9. Compile the code and build opde,
10. Create the configuration files manually
Not an easy thing to do, as you can see. But now with the installer, you'll be able to just install and run opde with no hassle. Soon we will release the installer to the public to beta test.
RavynousHunter on 19/8/2008 at 16:12
Sounds fun. Hope I still have the internet by then.