Daimonin
Members login
Sign Up!      problems?
N F
* Daimonin Forum
Home Help Search Calendar

Welcome Guest, you have to register to post here.
Search

News

Stats
75658 Posts in 6829 Topics by 8142 Members
Latest Member: mattj
Daimonin Forum  |  Project News  |  Official announcements  |  Programmers' blogs  |  Topic: polyveg 2005-07-02 « previous next »
Pages: [1] Go Down Print
Topic: polyveg 2005-07-02  (Read 929 times)
polyveg
Administrator
*
*


Karma: +6/-1
Posts: 164



View Profile
« on: July 02, 2005, 01:25:53 pm »

after doing some test on the panda3d engine, i decided to give ogre3d another chance.
after many wasted days of coding frustating slow 2d output - there seems to be a way now for me and ogre3d.
the first tests (under lab conditions) on the tile-blitting seems to be fast enough for the client.

atm, i try to teach ogre to blit the client2d-tiles (send from server)  in relatime.
Logged
polyveg
Administrator
*
*


Karma: +6/-1
Posts: 164



View Profile
« Reply #1 on: July 09, 2005, 10:31:03 am »

signed a peace treaty with the http://www.code-black.org team.
we have both the problems with the weak sides of ogre3d - and from now we will solve these problems together.
that means -of course- much more paper work and no more time for coding Smiley

Logged
Unislash
Administrator
*
*
*
*


Karma: +24/-4
Posts: 2329



View Profile
« Reply #2 on: July 09, 2005, 07:44:35 pm »

So, tell us about this pic here.

As you were saying to me, it isn't your code. Is it our gfx? Can we use *this*? Explain a bit, i am still trying to understand... and i bet others will be eager to know also.

Cheers,
Unislash
Logged

Forum Admin/Mapmaker
polyveg
Administrator
*
*


Karma: +6/-1
Posts: 164



View Profile
« Reply #3 on: July 10, 2005, 01:49:24 pm »

@unislash:  :shock:
no, we can't use this code
no, we can't use this gfx
i just wanted to push my post statistic

code:
well, its not my code means that i have stolen this code from the project above.
this is not a problem, because its open source. the code was hacked together by Filopher - their chieftain.
now, that both projects are in need of a FAST terrain engine we decided to work together.
you know - if you are a single coder there are times (when you look into your code) you can't find the errors you made,
just because you looked 1000 times over it - you are blind for this errors.
after looking at his code, i instantly found a fatal error he made - just because i made the same error a while ago.
so, both projects will benefit from our collaboration. daimonin from his math knowledge and code-black from my coding experience.
and the best of all: i can leave daimonin any time and still have a home - so be kindly to me Smiley

gfx:
/me is using gfx from http://www.grsites.com/textures/terms.shtml
i don't know the source of Filopher's gfx pool, but you can be sure its free for non-commercial use.
Logged
polyveg
Administrator
*
*


Karma: +6/-1
Posts: 164



View Profile
« Reply #4 on: July 26, 2005, 04:37:56 pm »

today i wiped the coast a bit.
i am damned proud of it - so don't dare to give a blasphemic comment on this Smiley


(the water texture was stretched only for testing)
Logged
red
Orc warlord
*


Karma: +0/-0
Posts: 104



View Profile
« Reply #5 on: July 26, 2005, 04:45:37 pm »

Looks realy realy great.

speechless Tongue
Logged

Sub- Admin, 3d Artist.
Future
Elite troll soldier


Karma: +0/-0
Posts: 149



View Profile
« Reply #6 on: July 26, 2005, 05:58:11 pm »

hmm.....well i have a slight problem with it.....lol just kiddin looking good!  :lol:


 .:*Future*:.
Logged

D-Unit Kairos Premier
        Future
   .:*D-UNIT*:.
Hune
Administrator
*


Karma: +0/-0
Posts: 173



View Profile
« Reply #7 on: August 03, 2005, 03:43:40 pm »

Will this affect the system requirements for the end user? If so, what minimum processor speed will you recommend for running client 3D.
Logged
polyveg
Administrator
*
*


Karma: +6/-1
Posts: 164



View Profile
« Reply #8 on: August 03, 2005, 07:56:14 pm »

well, this is not an easy question...
i am running the client3d (beta-pre-testing) with
~80 fps on xp1800, ti4200 (win32)
and
~40 fps on duron 850, geforce2mx (gnu/linux)

but:
- the last ogre3d update gave a real fps boost - so i am hoping for some more.
- i have just begun with ogre3d coding - there a some parts that can be optimized.
Logged
Pages: [1] Go Up Print 
Daimonin Forum  |  Project News  |  Official announcements  |  Programmers' blogs  |  Topic: polyveg 2005-07-02 « previous next »
Jump to:  

Page created in 0.085 seconds with 21 queries.
Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks
Copyright 2008 Daimonin MMORPG  •  Terms of Service  •  XHTML  •  Daimonin sourceforge open source project