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Waterman
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« on: January 30, 2006, 06:26:23 PM » |
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Here's another one; has some highlights: http://www.terathon.comThere's even a mr. Scott Plante in their discussion forum... Go tell... (<- for those of us who have been here a bit longer). (Not that i'd be about to change TV3D for something else, be aware)
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Things should be described as simply as possible - but not simpler [A. Einstein]
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ovek
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Posts: 385
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« Reply #1 on: January 31, 2006, 07:48:30 AM » |
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wow, they even give you source code to the engine and have networking.. sounds like a dream come true.. what is the catch?
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tweakbox
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« Reply #2 on: January 31, 2006, 08:07:40 AM » |
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I'd say the catch is that you would have to know C++ and it's probably not quite as easy as TV to use. Not sure if it uses DirectX + OpenGL, or just OpenGL since it supports mac as well.
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
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Dan
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« Reply #3 on: January 31, 2006, 09:15:16 AM » |
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By Virtue of the fact that the author of the engine is also a well known author of a number of OpenGL books I would assume the engine is OpenGL. Spotted an interesting link to the Collada project on the front page of that site.
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gpx
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« Reply #4 on: February 07, 2006, 08:18:08 AM » |
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The engine is OpenGL based and is a very nice well designed extensible engine. It is, however, limited to C++ and is more of an extensible "engine" than TV3D. i.e. TV3D is a bit more generic.
To be honest I can't really say which is better, it's just a matter of preference.
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Rynus_Rein
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Posts: 1008
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« Reply #5 on: February 07, 2006, 09:16:28 AM » |
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I don't like the screenshots, they look to 'perfect', too soft and kiddy.
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Rynus Rein Current Project: MapX Live, Society3D
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jviper
Community Member

Posts: 2130
Discipline in training
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« Reply #6 on: February 07, 2006, 02:42:05 PM » |
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I'll bet it requires full shader support to even compile
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JAbstract.....Don't just imagine, make it happen!
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Borys Pomianek
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Posts: 893
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« Reply #7 on: February 08, 2006, 12:56:05 AM » |
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I fell a disturbance in the force, more bitching ahead.
BP
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Zaknafein
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« Reply #8 on: February 08, 2006, 09:56:54 AM » |
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Their soft shadowing algorithm is really wonderful. There had been talk about it in General Discussion a while ago...
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gpx
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« Reply #9 on: February 09, 2006, 01:01:30 AM » |
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Nope, the hardware requirements are fairly flexible (within reason). The demo is pretty crappy (programmer art). I've pushed it a bit and it really looks stunning - as mentioned the lighting/shadow effects are really good.
The big downside is that it's C++ only although I suspect it may be possible to interface to other languages (like Delphi perhaps) but it will be a lot of work. I don't see any reason to switch from one to the other. I'm also in two minds about choosing OpenGL over DirectX (I'm only interested in Windows anyway).
Oh, another thing - the C4 community consists of about 4 forum posters and the samples/tutorial etc are pretty much nil. The TV3D support in general is way better.
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Borys Pomianek
Community Member

Posts: 893
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« Reply #10 on: February 09, 2006, 11:09:42 AM » |
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Um ive checked out the demo.
I like the lighting work there. It really looks good.
I dont know how flexible it is but it would be cool to fidle with its source code.
I bet the levels are primary bsp or something similar.
Anyway, the demo is nice, i really like the paralax mapping there.
BP
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gpx
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« Reply #11 on: February 10, 2006, 12:44:28 AM » |
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Nope, it uses a scene graph/portal system. The engine is very flexible, although it's not too obvious from the author's FPS leanings (demo). I wrote a nifty little Tetris game while I was evaluating it. Having the source to the whole engine is also very nice.
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