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Re: What's next? [Re: Matt_Coles] #96749
11/01/06 09:18
11/01/06 09:18
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
Senior Developer
Daedelus  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,142
California
Quote:

decal manager and soft shadows for me




I'll second that even though I voted for soft shadows.
An option for Anti-aliasing wouldn't hurt us either


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Re: What's next? [Re: Daedelus] #96750
11/01/06 09:28
11/01/06 09:28
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The decal management sounds most useful to me (basic feature + fps) or 2D improvements.

Felix


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Re: What's next? [Re: Superku] #96751
11/01/06 09:54
11/01/06 09:54
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
I second the anti aliasing option too

Re: What's next? [Re: jcl] #96752
11/01/06 11:28
11/01/06 11:28
Joined: Aug 2003
Posts: 425
DocJoe Offline
Senior Member
DocJoe  Offline
Senior Member

Joined: Aug 2003
Posts: 425
New engine functions for opening and closing a session as server or client.


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Re: What's next? [Re: DocJoe] #96753
11/01/06 11:49
11/01/06 11:49
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
If I understood correctly the last point includes proper light/shadowmapping for terrain to make it work hand in hand with level blocks when using the new mesh renderer. I think this is very important for using a mixture of both, so I voted for this one.

Second choice would be soft shadows...

Re: What's next? [Re: Matt_Coles] #96754
11/01/06 12:58
11/01/06 12:58
Joined: Dec 2003
Posts: 139
Norway
Turotulco Offline
Member
Turotulco  Offline
Member

Joined: Dec 2003
Posts: 139
Norway
I'm also more interested in a greater use of models on terrain, so shadows on terrain are of great interest.


b. rgds. T "That which does not kill us, makes us stranger. Are you sure you don't you mean stronger? Yes. Quite sure." ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ A6 Commercial Ver 6.5
Re: What's next? [Re: jcl] #96755
11/01/06 16:15
11/01/06 16:15
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
I vote for the decal system
by I really prefer all experimental features
(how the ABT and the light system) include
in the final version

quote: Why not the public beta are the same of the internal beta can that be changed?

Last edited by Felixsg; 11/01/06 16:17.
Re: What's next? [Re: Turotulco] #96756
11/02/06 07:48
11/02/06 07:48
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

I'm also more interested in a greater use of models on terrain, so shadows on terrain are of great interest.




from how i understand it, softshadow m apping includes shadows on terrain.. or am i wrong here?

Re: What's next? [Re: ello] #96757
11/02/06 13:25
11/02/06 13:25
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
I've voted for Decal Manager, because its a great and maybe must-have feature for an engine.
As far as i know the soft shadow would be just a template, therefor it could be "easily" done by the user.


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Re: What's next? [Re: ChrisB] #96758
11/02/06 13:39
11/02/06 13:39
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
I've chose the soft shadow, because I think shadows are one of the most important things in a scene. My second choice would be the Decal Manager.

Dark_samurai


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