On Feb 2, 2007, at 11:46 PM, Frank Condello wrote:
I know there are a few listers who are working on 3D alternatives
(Asher had one; Frank's Oxide demo; another escapes my memory),
but are any complete enough to be able to show the good folks at
RS and say "THIS is what Rb3D should be like?"
I don't know where Asher's at with his classes and although my 3D
stuff is certainly "complete enough" it isn't really suitable as a
standalone 3D graphics layer.
I keep rewriting mine because I'm not satisfied with the code. I just
can't quite get the structure to be as nice as I'd like it, and then
it becomes a mess to extend it. My current implementation is pretty
good — it can read .obj and .mtl files, supports arbitrary GLSL
shaders, and it has a nice realtime glow effect — but there are a few
important things like collision detection that I haven't bothered to
implement yet.
The renderer autonomously creates it's own window/fullscreen
display, and is interconnected with other sub-sytems - 3D nodes
have slots for audio and physics controllers for example, though
that's not something one could glean from that ancient shader demo ;)
Nice. I haven't really done much beyond the straight 3D rendering yet.
Rb3D started life as a plug-in. And while I'm aware that community
projects can easily run out of steam, Is there something that we
as a community can nurture to plug-in life? What would the next-
gen Rb3D API look like?
You don't necessarily need a plugin. I use a plugin to load texture
data but that's it as far as the renderer is concerned - declares
are your friend. I considered reusing/repurposing my existing
classes to create a separate, more "standard" 3D control but I just
don't think it's worth the time and effort - well, my time and
effort at least :p
I'm aiming mine to be a little more "standard" and generic than it
sounds like Frank's are. I don't use any plugins (if you want fast
textures, use uncompressed TGAs - then loading is just a disk -> app
memory -> OpenGL operation with absolutely no processing or looping
involved whatsoever). I'm also going out of my way to wrap up ugly
bits — I want to use this thing, and I want it to be easy!
I'm working on spatial partitioning right now. I want the engine to
be able to render large contiguous worlds with no direct meddling by
the individual game programmer.
I'll try to whip up a simple demo this afternoon.
Asher
-------------------------
Asher Dunn
Head Developer, Fireye Software
http://www.fireyesoftware.com/
AIM, Yahoo, MSN: crazedglkid
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