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Re: modeler...

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: modeler...
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Thu, 26 May 2005 13:52:13 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BEB8D35E dot 752E%seth at johnfinley dot com> <86CD0BEA-D272-4AF8-83D9-AE3ADDC7B05B at chaoticbox dot com> <BEF3B620-ADDA-42C1-9FA7-BA4B1EA830FD at freaksw dot com> <a06200722beb922441cd3 at [10 dot 10 dot 13 dot 4]>
Hi Joe,

I would like a copy of these tools in Carbon.

Update on the game:

1. I'm adding multiplayer support (Co-op and death matches). So far it works except for a few sync issues I'm trying to iron out. It runs fairly fast even over the network. It's actually pretty fun to play Renegades in Co-Op and a machine gun.

2. Scripts run very fast.

3. I optimized the engine a bit by separating the game into tiles (25x25 in size; I can adjust this size to see what works best) so that it doesn't have to process the entire world at once. In each tile are the game objects: GameObj, NavNodes, Occluders, Sounds, and Lights (crashes when removing lights). Basically, the game is not dependent on the size of the world.


Hopefully I we can see a new version of Meshwork soon.

Regards,
Lo Saeteurn

On May 24, 2005, at 11:26 AM, Joseph J. Strout wrote:

I don't know about pre-processing but for post-processing, 3DMF Optimizer is still around. Joe's just a wee bit behind in getting his dozens of projects out the door. ;^)


True, but it still only runs on the Mac. Still, if somebody wants a Carbonized version of this, ask me or Seth.

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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