Urban Terror HD new engine design announced.
Re: Urban Terror HD new engine design announced.
I diden't know "rates it" was a possitive expression tbh, but then again i'm not in the EU so...
Re: Urban Terror HD new engine design announced.
1) I noticed urho3d and ogre3d support both opengl and direct3d9, will UrT hD be bale to run in either modes or will you stick to opengl.
Since I'm not a coder I can not give you a 100% truthful answer but if important I can check and follow up but the need is to support Windows, Linux and Mac versions in HD so that would mean openGL would have to have preference.
2) I see animations are supported in those engines. So now we'll be able to create fully animated objects in maps? Like moving machine parts etc...
With the exception that it's not true until it's done yes and animated map objects has always been on our to do list even in the current version of Urban Terror.
3) When will we know which of the 2 is used, and can we download SDK's now and play around with them to get a better idea as to how the engine works.
The honest answer is “we don't know” as we are still working on what formats we will be supporting as native to the engine but we will have an SDK at some point that will be made available.
The insightful answer is a rendering engine is a rendering engine and due to the make up of our team of different artists using different applications the edit environment must be flexible enough to allow the use of applications they already know and are use to.
And how the hell do you start urho
Don't know but that’s why I'm here now to keep you guys up to date. The normal way of doing games development is to say nothing until done we are however are not a normal development team so as we move more and more towards HD your more than welcome to come along for the ride as long as your aware there are risks to work done ahead.
Since I'm not a coder I can not give you a 100% truthful answer but if important I can check and follow up but the need is to support Windows, Linux and Mac versions in HD so that would mean openGL would have to have preference.
2) I see animations are supported in those engines. So now we'll be able to create fully animated objects in maps? Like moving machine parts etc...
With the exception that it's not true until it's done yes and animated map objects has always been on our to do list even in the current version of Urban Terror.
3) When will we know which of the 2 is used, and can we download SDK's now and play around with them to get a better idea as to how the engine works.
The honest answer is “we don't know” as we are still working on what formats we will be supporting as native to the engine but we will have an SDK at some point that will be made available.
The insightful answer is a rendering engine is a rendering engine and due to the make up of our team of different artists using different applications the edit environment must be flexible enough to allow the use of applications they already know and are use to.
And how the hell do you start urho
Don't know but that’s why I'm here now to keep you guys up to date. The normal way of doing games development is to say nothing until done we are however are not a normal development team so as we move more and more towards HD your more than welcome to come along for the ride as long as your aware there are risks to work done ahead.
Re: Urban Terror HD new engine design announced.
What changes will be made to the functionality of shaders?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Urban Terror HD new engine design announced.
RedSnappa wrote:What changes will be made to the functionality of shaders?
The use of shaders “must” die.
By far shaders are the number one FPS performance sucking vampire in 4.2 and by their nature can not be hardware accelerated. In all probability scripting will be used instead.
Re: Urban Terror HD new engine design announced.
Will moving objects and other entities also be handled by scripting?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Urban Terror HD new engine design announced.
Will it be possible to give an brush 2 func's?
I guess there is a more general term for brush and func.
I guess there is a more general term for brush and func.
Re: Urban Terror HD new engine design announced.
I think funcs will not exist at all
Just a guess tho
Just a guess tho
Re: Urban Terror HD new engine design announced.
yeah, id think so. not sure what a more general term for func is.
Re: Urban Terror HD new engine design announced.
I would hope more dynamic scripted entities instead of a very limited set of static funcs
Re: Urban Terror HD new engine design announced.
Here's a list of features for both ogre and urho, so you can see what exactly can be used, which of these features will be disabled in the UrT HD engine i don't know but it's still a good overview of the possibilities.
https://code.google.com/p/urho3d/
http://www.ogre3d.org/about/features
https://code.google.com/p/urho3d/
http://www.ogre3d.org/about/features