Post by jono on Sept 12, 2007 21:03:12 GMT -5
Well I just thought I'd ask a few questions about the nature and current state of the engine and formats that you guys are using for the project.
Which model format have you guys settled on?
Is the base graphics code complete? As in is it capable of rendering the model format you have chosen.
If the above is true, is animation yet supported? (key frame or skeletal?)
Is world / object collision detection implemented?
Camera code done yet?
Are maps stored in memory as a single large model or split into smaller sections? How is the map geometry formatted? (BSP tree, octree, portals, ect.)
If implemented, how are objects in the world managed? (Like enemies, items, NPC's, ect.). Id be interested, I always split my worlds into a grids and only test for interaction between objects in adjacent cells.
Do enemies walk around randomly or do they actively seek the player? (I've recently been working with A* path-finding in an FPS project)
Are object-player interactions set up yet? if so, is dialog displayed in a 2d overlay over the top of the rendered scene (like in chrono trigger)?
While i'm guessing that the battle engine will most likely share the graphics engine developed, it is probably separate from the main engine, correct? If so, how far along is it?
Well hopefully you guys can answer some of these questions, I've never participated in a team project before so I'm interested to see how far this has come. I still remember stumbling across this site about 5 years ago , the modeling work looks fantastic so far.
EDIT: Silly typo, and an additional question.
What happened to the old engine that was abandoned?
Why was it abandoned?
How far along in terms of graphics, collisions and object interaction was it before it was axed?
Thanks again, sorry to be a pain, just very interested thats all
Which model format have you guys settled on?
Is the base graphics code complete? As in is it capable of rendering the model format you have chosen.
If the above is true, is animation yet supported? (key frame or skeletal?)
Is world / object collision detection implemented?
Camera code done yet?
Are maps stored in memory as a single large model or split into smaller sections? How is the map geometry formatted? (BSP tree, octree, portals, ect.)
If implemented, how are objects in the world managed? (Like enemies, items, NPC's, ect.). Id be interested, I always split my worlds into a grids and only test for interaction between objects in adjacent cells.
Do enemies walk around randomly or do they actively seek the player? (I've recently been working with A* path-finding in an FPS project)
Are object-player interactions set up yet? if so, is dialog displayed in a 2d overlay over the top of the rendered scene (like in chrono trigger)?
While i'm guessing that the battle engine will most likely share the graphics engine developed, it is probably separate from the main engine, correct? If so, how far along is it?
Well hopefully you guys can answer some of these questions, I've never participated in a team project before so I'm interested to see how far this has come. I still remember stumbling across this site about 5 years ago , the modeling work looks fantastic so far.
EDIT: Silly typo, and an additional question.
What happened to the old engine that was abandoned?
Why was it abandoned?
How far along in terms of graphics, collisions and object interaction was it before it was axed?
Thanks again, sorry to be a pain, just very interested thats all