Horde3D

Next-Generation Graphics Engine
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 Post subject: Hey A view questions.
PostPosted: 11.10.2008, 10:22 
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Joined: 11.10.2008, 10:03
Posts: 14
I am new here and i have some questions.

Is it posible to make an 3rd person game.
Is there planned to be an importer for .obj or .3ds cause somehow i cant see them in scene editor.
I want an big animated world. as big as Sierra Nevada Mountains and Valley Ranges of American Great Basin country. does this ask for splitting the map in 10 sublevels this is done in most mmo's.

btw, the engine looks awsome cant wait to get my lvl in ;D


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PostPosted: 11.10.2008, 16:26 
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Joined: 21.08.2008, 11:44
Posts: 354
0bas0 wrote:
Is it posible to make an 3rd person game.

Yes, everything is possible with Horde3D :wink:
0bas0 wrote:
Is there planned to be an importer for .obj or .3ds cause somehow i cant see them in scene editor.

If you are a 3dsmax or maya guy you can export your models as collada .dae then converting that using Horde3D's ColladaConverter to convert them into Horde3D binaries or if you are a blender guy you can export them using Horde3d's blender exporter plugin.

Have fun with engine :wink:


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PostPosted: 11.10.2008, 18:31 
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Joined: 11.10.2008, 10:03
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Thank you, still need to find more out on the polycount a lvl


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PostPosted: 11.10.2008, 19:31 
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Joined: 13.11.2007, 11:07
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Location: Germany
0bas0 wrote:
Is there planned to be an importer for .obj or .3ds cause somehow i cant see them in scene editor.

No the only format supported will be Collada or direct exports into Horde3D's own format.

0bas0 wrote:
I want an big animated world. as big as Sierra Nevada Mountains and Valley Ranges of American Great Basin country. does this ask for splitting the map in 10 sublevels this is done in most mmo's.

You can use the terrain extension to render a hightmap. I'm not sure what's the current limit of this hightmap is. I guess 4096x4096, maybe it's even 8192x8192. But for really big worlds, streaming solutions should be implemented.


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PostPosted: 12.10.2008, 10:37 
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Joined: 11.10.2008, 10:03
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ok that is nice ;D, another question is it posible to intergrate an another physics engine then bullet in the engine (cause i want havok for my project)


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PostPosted: 12.10.2008, 17:53 
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Joined: 22.05.2008, 18:30
Posts: 37
Well, we integrated with ODE for Plight of The Weedunks.. so yea it's possible to link up other physics engines easily enough :)

All a physics engine really does is manipulate the model matrices anyway, and all a graphics engine does, is display model matrices! ( ok, that was hugely simplified but you get what I mean ;) ) so although that Bullet-Horde implementation is for one physics engine, you can still use it as a base for Havok or whichever you choose, should you get stuck.


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PostPosted: 12.10.2008, 21:56 
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Joined: 11.10.2008, 10:03
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ok, i am getting forward, soon ill post some screen in the project topic ;)


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PostPosted: 13.10.2008, 22:22 
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Joined: 11.10.2008, 10:03
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what do i do wrong when my model got 3 textures wich i see 1 at the time at different positions :s


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PostPosted: 13.10.2008, 22:37 
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Joined: 13.11.2007, 11:07
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Not sure about it, but maybe the texture bound to the geometry is not correctly referenced in the shader. That may result in using the last texture used by the renderer. But I have to admit, that I didn't understand the question completely :-)


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PostPosted: 14.10.2008, 06:00 
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Joined: 19.11.2007, 19:35
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If you wrote the shader / material yourself you could post it in a CODE block, then we could help alot better.


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PostPosted: 14.10.2008, 06:15 
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Joined: 11.10.2008, 10:03
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used standart shaders,materials


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PostPosted: 14.10.2008, 21:57 
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Joined: 19.11.2007, 19:35
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What material are you using?


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PostPosted: 15.10.2008, 16:44 
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Joined: 11.10.2008, 10:03
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Code:
<Material>
   <Shader source="skinning.shader.xml" />

</Material>


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PostPosted: 15.10.2008, 18:47 
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That's the problem, you don't have any TexUnit defined in the material, so no texture is bind to the skinning shader!


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PostPosted: 16.10.2008, 22:31 
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thx, that helped ;)


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