Don't give up the dream. Use it as inspiration!
I'm not giving up on AF, just having to rethink a few things.
One of them is the models, I need to get some low poly models with a decent high poly counterpart to generate the normal maps from.
the other is shader support, my initial engine does not support shaders and as such will work on just about any Opengl 1.3 compatable machine. But shaders should allow me to do a few special things that you just can't do using the fixed pipeline.
I also want to switch to openal for sound, I'm currently using FMOD.
And switch to Newton from ODE...
All in all that's a long list.
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I’m willing to help, but since the semester is starting soon you can’t count me as a strong player..
btw technomage, why the switch between ODE and Newton?
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No one really signed up. :sad: To be honest I didn't get time to even start a conversion project. I might start that off though. One of the big problems would be keeping it up to date with fsopen.
As for newton and ODE. newton is updated more regularly and supports all the platforms I need. I had problems with ODE accuracy and objects getting out of control, Newton provide interfaces to ensure that objects have a maximum linear and angualr velicity, ode does not you have to calculate that manually.
in addition Newton's callback method seems to work really well.
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Ok boys and girls.
I finally got round to creating a project web site ( in the last 30 minutes ). Currently ther is no content. So can anyone who actually wants to help out converting the Freespace 2 open source code to pascal head over to
http://fs2pascal.infinitespace-online.net
and register.
I am going to need help getting the Quake 2 Delphi conversion rules onto the site as well as getting posts written for the Getting Started section. I will also need to figure out a way of assigning tasks.
I need to create a sourceforge project as well.
Let the conversion begin.
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I'd recommend SourceForge for maximum exposure.
But as far as organizing, I'd follow in the steps of the more successful group-conversion efforts. Quake 2 Delphi was definately one, but I'm afraid I know of no others. How about contacting McCLaw to ask him about this? He may have some very useful tips and suggestions for you.
I have sent the registration in to sourceforge, we'll see if we get the project created.
So now it's down to getting the documentation setup (yawn ). Then once there is enough people we can get started :lol:
Dean
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This is a bit off topic, over time i compiled this list of game engines that have released source code, quite a list:Originally Posted by WILL
Code:Aliens vs. Predator - Rebellion Wolfenstein 3D, Doom 1, 2, Quake I, II, III - Id software Heretic, Hexen, Star Trek: Voyager - Elite Force - Raven Software Battle of Britain - Rowan Software Blood 2 - Atari, Inc. Descent 1, Descent 2, Freespace 2 - Parallax Software (Interplay) Allegiance - Microsoft Civil War - Empire Interactive Civilization: Call to Power 2 - Activision Star Trek: Elite Force 2, Heavy Metal FAKK2, SIN - Ritual Entertainment Shadow Warrior, Duke Nukem 3D - 3D Realms Blood 2: The Chosen - GT Interactive Rise of the Triad - Apogee Rune - Human Head Studios Marathon 2: Durandal - Bungie Studios No One Lives Forever - Monolith Productions Kingpin - Xatrix Entertainment Warzone 2100 - Pumpkin Studios (now Pivotal Games) Homeworld - Relic Golgotha, Abuse - Crack Dot Com MiG Alley - Rowan Software
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
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