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Viewing 15 posts - 1 through 15 (of 125 total)
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  • in reply to: Future development #931
    Sponk
    Keymaster

    For all who are not regularly in the IRC channel: We have a Twitter account now!

    https://twitter.com/NeoGameEngine

    Cheers!

    in reply to: Wishlist for the Neo "Cookbook" #887
    Sponk
    Keymaster

    That would be possible, but that takes way too much time. I would rather show more of the engine and how the internals work so newbies have a place to learn.

    in reply to: Wishlist for the Neo "Cookbook" #883
    Sponk
    Keymaster

    I will definitely do a small chapter about basic transformation and rotation of objects including cameras but networking is a whole big topic that won’t fit into some small entry level tutorial, sorry.

    I could create a small chapter about using LuaSocket though so you can use that for some basic stuff.

    in reply to: FPS with MOBA like mechanics. #880
    Sponk
    Keymaster

    I hope it is nothing serious with your PC.

    Btw: You can submit topics for further explanation in my paper: http://www.neo-engine.de/forums/topic/wishlist-for-the-neo-cookbook/

    in reply to: FPS with MOBA like mechanics. #877
    Sponk
    Keymaster
    in reply to: FPS with MOBA like mechanics. #843
    Sponk
    Keymaster

    Hey Azure Falcon!

    Your concept sounds quite interesting. I’m personally not a huge MOBA or FPS player but I can see where you are going.

    You might go for a not so standard gun play that allows fast movement with mostly single-shot weapons, I’m thinking about something like Quake here. The problem with the traditional CoD style game play is in my opinion automatic health regeneration and the huge number of automatic weapons. But that’s just my opinion 🙂

    Btw: I’m working on a small paper that discusses common tasks and how to solve them with Neo. It might help you to get into the engine for that project. A first version will be uploaded this weekend when I have some time to clean it up a little.

    Have a nice day!

    in reply to: Future development #841
    Sponk
    Keymaster

    Are there still some issues to report?
    The version 0.5 will be released on the next weekend so this is pretty much the last moment to get some bug fixed.

    Cheers!

    in reply to: Future development #839
    Sponk
    Keymaster

    Thanks for the report.
    Does this happen often i.e. is it reproducable somehow?

    in reply to: Future development #836
    Sponk
    Keymaster

    Your AV might be broken. I checked it with VirusTotal and none of the 57 AV suites detected it as malware.

    https://www.virustotal.com/de/file/b51a867a2f09be727e417ee21ffab7753b55121605421d2144c3a3d4e362977d/analysis/1433338626/

    Seriously, check your AV. I don’t want such mis-infomation spread!

    in reply to: Future development #834
    Sponk
    Keymaster

    I just uploaded an updated Windows version that was compiled using VisualStudio 2013, I tested it and it should work.

    Happy Testing!

    in reply to: Future development #832
    Sponk
    Keymaster

    I packed all dependencies including MinGW, CMake and git together into one package with some build scripts called “NeoBE”. I’ll upload it when I find some file host that allow me to upload such a big file, it is currently about 1.7GB uncompressed. Building with it is a mere double click on the build.bat file that is included.

    in reply to: Future development #830
    Sponk
    Keymaster

    The logfile.txt *is* the debug log 🙂

    Well, I guess the issue is about cross compilation with gcc 5 on Fedora 22. Need to look into that.
    Until it is fixed I will upload some VS compiled binaries later, I have no access to VS right now so it will probably happen tomorrow. I’ll keep you updated.

    in reply to: Future development #828
    Sponk
    Keymaster

    Thank you for testing. Could you please send me the debug log so I can examine the issue?

    About GLES: Of course you can do deferred shading with OpenGL ES. The only prerequisite is having GLSL shaders and render to texture. Nothing more.

    It might be useful to create a new forward renderer as well though, just for things like advanced custom shaders or transparency.

    in reply to: Future development #818
    Sponk
    Keymaster

    CEGUI is nice but I think it is better to improve our own GUI system that integrates perfectly with all existing code. CEGUI should be a plugin you can use if you want to.

    I thought about what to do next, after 0.5 is finished. The first thing some people wanted me to tackle is Android support. Here we have the conflict: The rendering engine needs to be rewritten first or else it would mean porting the engine twice.

    That means the following road map might be useful:

    1) Rip out the old rendering pipeline and replace it by the new one
    2) Get the 2D system to work with the new renderer
    3) Rewrite the editor to use the new rendering engine (Which toolkit? Qt? Our own GUI system?)
    4) Port the player to Android and Emscripten

    in reply to: Future development #815
    Sponk
    Keymaster

    Hey!

    I already know about sub routines in GLSL and intend to use them in the rendering engine.

    The whole material system will change in one of the next versions to become better:

    a) Multithreading for occlusion and frustum culling and animation skinning
    b) Deferred shading for high number of dynamic lights
    c) Usage of GL4.x for advanced features
    d) Physically based shading for more realistic graphics
    e) Usage of hardware instancing (Automatic?)

    I already experimented with GL4 and deferred shading a little. It will take a while until the new rendering engine can replace the current one but it will be worth it. There will be no serious material editor until the new material system is fully functional.

    Btw: Neo 0.5 is now in a feature freeze. Consider it being a beta version. I will upload some binaries this week when I have some time so it can be tested.

    Neo 0.5.1 will be mainly about getting proper Android support due to some requests I got.
    Another topic for the future will be the future of the Neo Editor. The current editor is written in C++ using FLTK. All logic is hidden in the EditorBackend class. When switching to OpenGL 4.x the toolkit will need to be modified manually to work with the new API. The question is: Stick with FLTK and improve it or change to another toolkit that has better support?

    I like FLTK but the development seems rather slow.

    Anyway, have a nice day!

Viewing 15 posts - 1 through 15 (of 125 total)