Albert on 12/2/2010 at 20:35
I know for certain that AI lighting needs fixed, but how is another question.
BTW, clearing: Is that version 2.9, or a compilation of the current version (from the current code)?
clearing on 13/2/2010 at 03:23
Don't know, I've found screehshot on Volca's page.
Haplo on 13/2/2010 at 03:31
The version we released last year was already capable of rendering AI.
bob_doe_nz on 13/2/2010 at 05:08
Is there a Google Summer Of Code 2010? Maybe Volca could try and sign up for that.
jtr7 on 13/2/2010 at 05:16
Except he can't make a profit from this, and that would definitely put him on the hit list. Dang it.:(
Albert on 13/2/2010 at 18:12
Quote Posted by Haplo
The version we released last year was already capable of rendering AI.
Yes, I know it can render AI, but can it render them
correctly, with lighting and all?
Like how when anyone plays thief, an enemy steps into a lit area, and either the area where the light shines on them is lit with the lights coloring/etc., and how any where else on their body is shadowed. But, it doesn't look like some blockish firgure, with random lights bouncing off small squares on their body.
The picture above looks pretty great, but the AI lighting looks way off for now.
MaxDZ8 on 15/2/2010 at 07:26
Quote Posted by Volca
Threaded loading is needed for sound handling later on (sounds need to be loaded on the fly as needed) and thus there is no reason to not do the resource handling threaded as whole.
Is it? I'm not really sure the original resource management system was threaded. Are you sure resources were loaded on the fly? I can understand the need to improve on the old systems, but I'm pretty sure the original system limited streaming to a minimum, with nowaday's systems, one could pre-cache a whole CD audio and still live with it...
Volca on 15/2/2010 at 07:49
Really, it is. This is the reason for all the "force sigle-core" modifications - they did not have a dual core to test it on (to see there are thread synchronization issues). The loading always happens before mission, but sounds can be handled on the fly as needed - it worked on a 32MB RAM systems, so that was needed to keep in the limits.
I don't see the reason not to replicate this - it is not too much additional work, maybe a week or two, and it will help with other things (we need a resource management system anyway, otherwise it is very hard to track down resource handling issues, as the code is spread all over the code base atm.). Anyway, it has a low priority.
@Albert: The AI rendering is the same as it was released. The vertex normals are still wrong... Didn't have the time to find out the reason to this. We also still didn't implement weighting on the stretchy vertices. Also transparency handling is wrong, there is no fog, dynamic lighting probably does not work, fog is missing, there are no particle effects... A lot of work ahead :)
MoroseTroll on 15/2/2010 at 08:29
Volca: May I ask you a hypothetical question :) ? What would be more difficult if the Dark Engine source would eventually (theoretically) be released: to continue OPDE using the DE source or to fix/update the DE itself?
Volca on 15/2/2010 at 08:36
I'm not sure. It depends on the state of that source code - would it be complete, compilable as is? It got old so it would probably be simpler to extract parts of the code and merge the projects together, somehow. Hard to tell without looking at such source code - have any to share? :)