Vadim Macagon a écrit :
> Ghoust wrote:
ee about getting a code dump.
>
> If anyone else wants to help or has suggestions on jump starting the
> community again - let me know. Heck, a count of hands would be a good
> start, something along the lines of "I use Nebula for X and I love/hate
> it!".
>
>
> -+ enlight +-
Working on my spare time on a rps/simulation/strategy game, something like ofp
of grawf...
I tested 3dsmax import, physics/collision/dega model, huge terrain generation
and right now working on opengl+shaders (to haron : get "part" (??) of the
opelblitz mesh draw on screen ; will send you a feedback on the week...)
Like many, if I selected nebula instead of ogre, etc... it is because I think
the engine is the most promising, open source, good implementation, fast enough,
with an architecture that allow specifics changes for specifics games.
That was the good points... now the bads !
nebula/mangalore do not lack of documentation, there is simple none (ok, on this
part i'm guilty too, I were suppore to provide few simple tutorials/first steps
weeks ago), just the list of classes - usefull - but is not enough.
Most parts - like physics.xml - are obscure and require lot of time to get
through them. 90% of mails deal with that !! You end building stuff probably
already in nebula just because making them by yourself is faster and simpler !
BTW I'm among those that think an active forum/wiki instead of mailing list will
work better. A real set of tutorials, samples are mandatory too if we want
people to use nebula. (An a build that actually build why no errors... :-) )
Many part must be fix : you can't "sell" in 2007 an engine without a full
terrain generator !! (I need one so I can work on that, but not alone !! )
During the past weeks, where many of my comments/propositions just end dead, I
had the filling that nothing can't be done/changed outside radeon lab
merge/point of view ; I'm really gratefull to radeon lab staff for their job,
anyway I don't really care what engine I'm using : It fill my requirements or not.
I'm currently working/helping with the opengl/shader implemention (mandatory for
me, don't give a shit about directx neither portability with the microsoft toaster).
next : come back to huge detailled terrain generation ( > 50km * 50km , human
scale ), with the coding of a map editor
port to netbean ide (can't stand vc++ anymore... besides, with opengl working i
will be able to work under linux) ;
final definition of my physics/destruction model, etc...
Start of the project.... At last !!!
A+
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