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Re: Ever planning to implement openGL [Re: broozar] #108800
01/25/07 20:44
01/25/07 20:44
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

mac support? linux support? BeOS support? <insert OS here> support?




I knew this would come up.

First, just using OpenGL doesn't make us cross-platform.
Second, all our research has indicated that there just isn't a big enough market to support the hassle of cross-platforming.


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Re: Ever planning to implement openGL [Re: Doug] #108801
01/25/07 23:17
01/25/07 23:17
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Red Dwarf
if i use linux and use wine to emulate win appliations, 3d OPENGL applications work faster than DIRECTX application, beacuse wine doesnt have to emulate the DX infos, it can process the OGL info directly. That makes it much faster, and a way to use 3DGS in *nix OS'.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Ever planning to implement openGL [Re: Michael_Schwarz] #108802
01/26/07 19:40
01/26/07 19:40
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
Great, but is there a big enough market for us on Linux to support another version of the engine?


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Re: Ever planning to implement openGL [Re: Doug] #108803
01/26/07 20:18
01/26/07 20:18
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
Expert
lostclimate  Offline OP
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
well i dont think it'd require a complete engine re-write would it? if so, naughty you guys for not being object oriented and modulated

Re: Ever planning to implement openGL [Re: lostclimate] #108804
01/26/07 20:55
01/26/07 20:55
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
well, thought that the engine was written OO style (correct me if i'm wrong)


BASIC programmers never die, they GOSUB and don't RETURN.
Re: Ever planning to implement openGL [Re: bstudio] #108805
01/29/07 22:17
01/29/07 22:17
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
Being "object orientated" doesn't solve all your problems.

We've looked into porting, it isn't worth the cost to do it right (see the FAQ threads in this forum for more details).


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Re: Ever planning to implement openGL [Re: Doug] #108806
01/29/07 22:34
01/29/07 22:34
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
You probably mean "cross platform" and not "object orientated".

We've briefly considered to do a cross platform engine, but decided against it. Since Macs are running DirectX programs fine, and most Linux machines also have Windows installed, there is no real need anymore to implement OpenGL.

Re: Ever planning to implement openGL [Re: jcl] #108807
01/30/07 00:59
01/30/07 00:59
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
Expert
lostclimate  Offline OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
i meant object oriented, by this i meant so that it could be easier to seperate the renderer from the rest of the engine. I only disagree about the cross platform thing because if you've ever tried to run 3dgs under wine, you'll know exactly what im talking about

Re: Ever planning to implement openGL [Re: lostclimate] #108808
01/31/07 08:29
01/31/07 08:29
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
As being a programmer for more than 20 years now I also would like to see object oriented code in the future. This would really help to clean up the mess with so many global variables around in C-Script.

It would even make it easier to create tools like code completion in the editor and very good help file.

It makes it even more easy to read code since you can see where a variable (property) of an object comes from. You see who is the "owner" or "parent" of something very easily.

And it can help to clean memory. When you free an object then every property (variable) can be freed as well.

Besides that it would be possible to inherit new objects from existing objects and expand their possibilities.

The code from every game maker could be cleaner und better readable and could be used in new projects as well.

Templates could be made easier and smaller. Some properties could get a flag "publish" and will automatically appear in the WED interface. Public functions will be actions that appear in WED.

We could even create some kind of easy to use objects or components and could exchange them or even sell them to other developers. They could simply appear like a template with a WED interface.

That would be a great future.


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Re: Ever planning to implement openGL [Re: Machinery_Frank] #108809
01/31/07 14:53
01/31/07 14:53
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
I am not sure what you want to suggest. When adding engine objects, what prevents you from programming them as object oriented as you want? You can even write a simple wrapper that converts all engine structs to classes - if you think you'd need that.

If you mean the scripting language: it's intended for beginners who partially never have programmed before. Thus it's designed as lightweight and simple as possible. Using classes here would just inflate the compiler and debugger and make everything slower and more complicated, without giving advantages. By the way, lite-C supports classes - but only for accessing external APIs like DirectX.

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