raevol on 23/7/2009 at 08:17
*glee*
Sorry, I'm not useful, just happy. :)
Albert on 26/7/2009 at 06:46
Possibly some OpenAL usage for EAX-like sound? esp. on computers today that have little to no EAX support?
Well, I'm certain you can translate my gibberish into what I actually meant.
Albert on 26/7/2009 at 06:57
Quote Posted by MoroseTroll
Why don't you download it by yourself? The package is small enough (4.7 MB), and I've downloaded it a week or two ago.
Your are talking about the current source available only the subversion system, right? If your talking about the current executable, which hasn't been touched in months, available on OPDEs main page, I give you a-this:
Inline Image:
http://img198.imageshack.us/img198/8206/mediumv8can.png... Seriously, I'm just asking for a barebones compiled executable package of the current, not-so-public-yet version of OPDE.
Haplo on 26/7/2009 at 08:16
Quote Posted by Albert
... Seriously, I'm just asking for a barebones compiled executable package of the current, not-so-public-yet version of OPDE.
An executable of the current code would be very similar to the released package, functionality-wise. Most of the added stuff (new InputService, DrawService,...) either are transparent to the user or are not activated yet.
Albert on 26/7/2009 at 21:14
Oh, ok...
Hey Volca, how hard would it be to implement an improved physics engine over the somewhat aged one in the dark engine? Y' know, objects that realistically stack on one another, and being able to remove the auto-adjusting feature used by objects like bottles and boxes. Oh, and maybe this would be taking it a bit far, but some ragdolls physics. And optionally on top of that, the ability to realistically stack ragdolls on one another.
Though this is way ahead of an 0.3, or possibly even an 0.4-0.5 release. Though I just thought I'd bring it up.
Still, it's important you finish up a recreation of the original physics engine, so we have a good idea on how to implement something over it, or completely remove it (optionally).
Well, if you must know, this is what I've been thinking of for OPDE down the road: The ability to install a dark engine game in 3 ways. Like so:
a. For all those gaming purists, a multi-system install package that recreates the dark engine completely, with all the features one can't even get today; for almost any system you can port the engine to. It doesn't try giving one extra features, it just gives them a fully functioning copy of the game. This would be brilliant for those who would be unable to meet the requirements for a maxed-out copy of the game.
b. For those who'd like to enhance their Thief/SS2 experience, a multi-system package which gives us all those great new features that would make a hardcore gamer have a heart attack: HDR, High polygon counts, EAX-clone (?), multi-core support, support for more details in a map (ripping out the games rather glitchy polygon limit which, if neglected, can crash the game), and lots more (physics, built-in widescreen, high texture quality, widescreen videos starting at 640x400, and maybe (
http://www.youtube.com/watch?v=g93wOFan_gE) this or (
http://www.youtube.com/watch?v=Ll5gxDh_JDY&NR=1) this... oh, and of course improved lighting like in id tech 4)
c. Both, for those who prefer to mix it up.
Again, this is just my roadmap. If you like it, just take it and credit me.
Volca on 27/7/2009 at 07:09
Everyone, sorry for the recent lack of activity. My real life is interfering with the project's plans. I hope this will improve the upcoming weeks. Others seem to be loaded with non-project work as well - certainly not a desirable state :)
Albert: My current view on the customisation is that it will be driven by configuration parameters. We have a skeletal implementation of such system present already and I plan to finalise it by providing a way of doing includes/overrides. Bootstrapping stage of the engine runtime was introduced so the engine can be fully configured before runtime - and that includes Dark engine version and other parameters. Each user will be able to provide his own profiles for not only a game version but also other parameters (in a users profile on windows/linux home directory ~/.opde). These parameters will control the engine's behaviour in the area you written about as well.
We started to talk about physics at the start of the year but did not manage to do much beyond some engine comparison. The problem I see here is mainly the fact the original system didn't use quaternions for rotation and thus works visually differently compared to the quaternion based systems (which tend to rotate more). Also there is the fact dark introduced collision systems that are aware of the material at the contact point and the world geometry is very custom - I'm still unsure whether we'll be able to use some physics library at all. Probably yes, with a lots of customisations on the interfacing side (Custom collision detection system for example).
I hope this answers your questions :)
Albert on 27/7/2009 at 19:23
I understand. y' know, it's rather late to join this year, but have you considered the Google summer of code? Dunno, it just sounded like it would help, though I certainly don't know their requirements...
Also, I'm certain you could already benefit from what the Ogre 3D system has to offer: A functional audio system and an assortment of other useful packages, though redesigning a long forgotten game engine from scratch is no simple task, I'm sure you already know that...
Volca on 28/7/2009 at 06:49
Well GSOC is targetted at mature projects mainly. We don't even have the proper infrastructure to attend, I'd say.
The "problem" with Dark is that it's specific in kinda every way imaginable :) So for example audio system is a big task itself, and does not boil down to inclusion of one library and some coding glue... Dark is data driven, which shapes the code quite much. Add sound propagation to that... Anyway sound service will be quite simple compared to other things.
Albert on 29/7/2009 at 19:59
Kewl, well you've gotten this far. A fair bit of time will be needed to solve all you can, but I'm seeing a 2010-12 release, beta or complete.
Someone needs to start a SOC for game engine projects. And instead of college students: Anybody.
242 on 30/7/2009 at 11:00
Quote Posted by Albert
but I'm seeing a 2010-12 release, beta or complete.
In case of 5-10 pro programmers working on it full time considering it as their main job....
I guess.