SiO2 on 24/9/2007 at 19:22
Quote Posted by 242
Why there shouldn't be? Once engine is fully functional nothing stops from adorning it with bells and whistles like that.
You can have anything you want since the renderer is being written from scratch - well, within physical hardware limits and limits of my free time. :cheeky:
HDR, bloom, motion blur, refractive/reflective water, refractive glass (see my demo for an idea), bump mapping, gloss (specular) mapping, normal mapping, fur, DOF (depth of field),POM (parallax occlusion mapping), etc. Actually, POM is pretty severe - it only runs at decent frame rates on my DX10 card; considering it's ray-tracing it's not too surprising.
Take a look at my website for more eye-candy. (
http://sio2.g0dsoft.com)
Livo on 25/9/2007 at 04:52
As fun as all of those features sound, the main things I'm interested in are; proper 32 bit support, greater polygon/texture count, a much better animation system (with lip synch support) for the models and dynamic lighting.
Volca on 25/9/2007 at 06:44
Those fancy features should not be so hard to do, compared to the work required for the core systems (Sound system, Stim/Receptron, Act/React, scripting, physics...). I don't mean they are easy or such.
I'm not still sure about the OpenAL/FMOD. From what I know, some sounds are compressed with a win32 specific codec that I don't know if OpenAL will handle. FMOD seems to support numerous codecs, so it's probably a better solution, and is free for this kind of project. The sound system depends on schema parsing, room database and event system (maybe others I'm not currently aware of?), so these are the things that have to be written first in order to get a fully working sound.
The dynamic lightning is a feature I'd also like to see. Let's wait what SiO2 will surprise us with :)
Lipsync would probably require new set of AI models, which will be possible (I mean Ogre format meshes, which can be loaded as a replacement for the original even now.). AI mesh loading will be done in the time to implement AI. This is planned for version 0.4 -> 0.5. Now we're officialy at version 0.2.1.
SiO2: I'll sure consider (hell, not only consider(!)) using your code.
Istvan Varga on 25/9/2007 at 09:08
The sound files use ADPCM encoding, and a quick look at the OpenAL sources suggests that there is code for handling it. Also, if FMOD has a "free for non-commercial use only" license, and OPDE is GPL, then the licenses may be incompatible.
Volca on 25/9/2007 at 10:43
Thanks for the info. The sound system implementation is still far away, so I only took a quick look at the sound libs. If openAL will handle the format, we will probably select it as the used lib.
Still I think the FMOD should be license - compatible as OPDE won't be distributed commercially.
OrbWeaver on 25/9/2007 at 10:58
Quote Posted by Volca
Still I think the FMOD should be license - compatible as OPDE won't be distributed commercially.
I think Istvan's point is that the GPL
allows commercial distribution, so you would not be able to use code which has a "non-commercial only" restriction (i.e. FMOD) in a GPL project.
That is of course assuming you use the GPL for ODE; maybe you have chosen a different licence which forbids commercial distribution.
Volca on 25/9/2007 at 11:08
Quote Posted by OrbWeaver
I think Istvan's point is that the GPL
allows commercial distribution, so you would not be able to use code which has a "non-commercial only" restriction (i.e. FMOD) in a GPL project.
That is of course assuming you use the GPL for ODE; maybe you have chosen a different licence which forbids commercial distribution.
Ahh. You're right, sorry. I would have to add a not-commercially distributable statement.
Btw: I chose the abbreviation 'OPDE' because 'ODE' already exists - Open Dynamics Engine (Physics lib).
phide on 1/10/2007 at 22:41
Fantastic work here guys. I only wish I could assist in some way, though I don't see in what sort of capacity I could be helpful.
All of the screenshots are pretty damn exciting, to say the least.
upversive on 21/10/2007 at 20:03
Hi there :) I am glad to discover this project, since i work as a graphic design and i am a fan of the thief 1 and 2, i offer an extra hand or both :P
Fell free to email me : [email]samoes28@hotmail.com[/email]
thanks
sam