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That's really sad but of course it's not your fault
Actually I thought you are doing the modifications in your spare time. I don't quite understand what you mean by "open sourcing the entire engine". Does that refer to an engine that your company is developping?
It was so two weeks ago but since then I was stupid enough to show the demo to my boss... Then he was stupid enough to tell about it to our investors in Moscow. Currently everything is heading towards the development of the online VR chat/game for our MetroEthernet. Nothing is set in stone, but they had asked me not to publish anything until all "consulting" will finish. Actually, I wasn't contracted to do what has been done and may do whatever I like with that code but that's a possibility to receive some backing for my project so I'll rather play with them and see what happen. On the other hand, it may easily end in nothing and I'll be free again
It was said that definitive decision will be made this week.
About *GPL - I have the feeling that they are just afraid of these letters and won't dig deep into differences between LGPL and GPL itself. Honestly, it's the first time I see people here in Russia so concerned about open source licenses - usually it's taken much lighter here
About dual licensing - how do You feel about the MPL ? It protects the authors and at the same time allows whatever usage of the code.
Back to the technical side
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I already have a working HW occulsion culling implementation in my previous engine. I just didn't include it in Horde3D yet but that shouldn't take too much time. So you don't necessarily have to do research in that area.
Which method do you use ? I'm going to implement the algorithm described in
this paper. I'll use Kd-tree for spatial subdivision - it will be useful everywhere where we need to depth-sort meshes (translucency, shadow map rendering) or faster frustum culling.
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Currently the morph targets are just interpolating positions. I intended to use them primarily for facial animation where vertices are only moved a bit and I think that the normals don't change that much.
It will be OK when viewed from the distance but in close-up scenes faces will be looking "flat" without normal adjustments. One approach is to have normal map for each morph and blend them too, but that would limit the number of simultaneous morphs.