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Re: Dagobert
[Re: jcl]
#356768
02/03/11 19:42
02/03/11 19:42
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Some people might have noticed that Gamestudio development appeared a little slow in the last 6 weeks, as there were only a few new features for the beta version. The reason is not the work on the new WED, but mostly a new project. The development started in December, and the main part is now done. Development will go on, but won't need much resources anymore. So the focus can now be on Gamestudio again. The next steps for the immediate future will be OpenAL, new PhysX features, and new templates. The new Gamestudio project, with name "Dagobert", is scheduled for release by the end of this year. It's a massive multiplayer application, even more massive than "Utopia", but it's not a game. And most important, funding and payment are guaranteed this time . congratulations. BTW, what about HDR?
Last edited by painkiller; 02/03/11 19:43.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Dagobert
[Re: painkiller]
#356771
02/03/11 19:50
02/03/11 19:50
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Joined: Jan 2011
Posts: 797 Da wo du nicht bist! Muhahaha!
xxxxxxx
User
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User
Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
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The new Gamestudio project, with name "Dagobert" it sounds lika a project with gamestudio! mfg xxxxxxx
Es ist immer wieder erstaunlich, dass Leute die riesen Scripte schreiben die einfachsten sachen nicht können zb. mich mit SIEBEN x zu schreiben!
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Re: Dagobert
[Re: 3run]
#357090
02/05/11 14:53
02/05/11 14:53
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Joined: Sep 2003
Posts: 303 Germany
Clemens
Senior Member
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Senior Member
Joined: Sep 2003
Posts: 303
Germany
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I wanna see Dagobert ---yeah and of course a lot of great new features (in physics and more)
JCL, what else information can you give us? For example how many persons working on that project? And give us a hint what genre (if not a game) it is?
Last edited by Clemens; 02/05/11 15:00.
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Re: Dagobert
[Re: 3run]
#357096
02/05/11 15:07
02/05/11 15:07
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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I don't really care about this new project...too long till it will be realised.. At the moment I more care about new sound engine and more physics features (this are the only reasons for me to start working with A8). And really, what about HDR? And when we'll get good shadow mapping? All in all, happy to hear that development of GS will be faster now. In the time it'll take for them to get around to implementing HDR and shadow mapping up to your standards, you could learn shaders and implement them yourself. I'm looking forward to seeing Dagobert, and what effect it has on A8's development (ie, what features they'll feel they need to add to get it to work). Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Dagobert
[Re: 3run]
#357117
02/05/11 16:09
02/05/11 16:09
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Implement reall HDR myself? Are you nuts? Yeah, I'm looking forward to see new features too, which will be caused by that project development. But more important for me is OpenAL And don't tell me to implement it myself... I'm looking forward to OpenAL as well. But yes, implement real HDR yourself OpenAL would be a change to the engine. HDR would be them providing some shaders for us. Use the shader workshops, understand shaders, implement HDR. I use HDR (not in KarBOOM, because it's not useful there), and my only training is the shader workshops. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Dagobert
[Re: 3run]
#357125
02/05/11 17:26
02/05/11 17:26
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Implement reall HDR myself? Are you nuts? Yeah, I'm looking forward to see new features too, which will be caused by that project development. But more important for me is OpenAL And don't tell me to implement it myself... Can't you finish your project first and integrate HDR later when it's available?
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Re: Dagobert
[Re: FBL]
#357130
02/05/11 18:38
02/05/11 18:38
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Are you sure you can just integrate a new shader for HDR?
I thought the meaning of HDR is to have a higher range and precision. So when you have a bigger color or light depth, doesn't it mean, that also some engine commands dealing with bitmaps should support the same data width?
I mean, even the tools should be able to read hdr images then. So we could light a scene via a hdr background image as an example. So sky cubes could be an example for that. The lightmapper also should be able to read and write it.
Models, Textures and Games from Dexsoft
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