Horde3D

Next-Generation Graphics Engine
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PostPosted: 03.01.2009, 14:21 
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Joined: 26.05.2008, 19:46
Posts: 2
I'm not sure if this is the right place, if I've misplaced this thread, please move it.

I'm worried about using Horde3D. The slowed development, the fact that I haven't seen any games released using it.

The main point of the thread is (and please move if need be), Would it be possible to get the facial animation system packaged in a way that it could be used independently of the engine, or at least so that a custom engine could be modified to use it... since it happens in the shader? or embedded into another engine. I wish I could use Horde3D... but developing for an engine that's in flux worries me, being a new developer (so new I have to learn about DLL's and refresh my one class in C++) I'm a little worried. Horde3D is also newer than other engines (which has it's good and bad points), and it uses OpenGL, which provides no common base mathematical library. The unfortunate problem with this is that each bit of demo code I download that isn't designed to work work with the engine I'm using (EG: using ogre code in horde) requires that I strip out and switch the mathematical library... because I'll be drawing from potentially thousands of source, it will be a LOT MORE WORK... potentially delaying me by a year.
I don't want it in a manner that's incompatible with Horde3D, either (if possible). Forking is pointless, a division of effort where it could better be combined, if I'm lucky enough to come up with a good idea. But... how to strip it out in a directX/OpenGL neutral way?
Also... and this may sound strange... is it possible to have a DLL call a DLL? I'm asking because of the possibility of having a DLL based rendering engine, it will need to handle the facial animation in the vertex/pixel shader, which means

I'd do it myself, but for various reasons I'm avoiding accepting the GPL or LGPL at current. Remember, accepting the GPL/LGPL isn't a term of use, only of modification, if I use the project as is I don't need to accept the license. I don't even need to accept the license to contribute, I could contribute under the public domain (though theoretically I'd have to use magic or something to prevent modifying the original files... *casts epic code refactoring*)... if I were capable of writing one line of code that's useful to you guys, I'd have contributed years ago when I found your forum and said, "Ooh spiffy.".
I'd try to write my own... but duplication of effort is pretty stupid when it doesn't have any advantage over the original. Though... I would like a facial animation system that's good enough for the deaf to actually lipread... that would be awesome.

I'm not in a hurry, I have a temporary engine and a temporary facial animation system... unfortunately I have to waste the effort of figuring out how to use something that I can't really use in production. (Hence the reason I'll be making one stupid model with a sign on it's head, and then labelling which character it's supposed to be rather than using the actual final models at this stage, it's easier to animate one model).

Wish me luck with my first game, I'm starting with DirectX because there's more code for it... the fact that there's one coherent mathematical library also helps things... in OpenGL everyone writes their own.

Edit: Edited to hide my own stupidity for not reading the year on a driver bug... XD That's what the two posts below are about. I also added the parts about OpenGL because I just remembered why I chose directX, because the source code I actually have is... damn... half and half. BUT regardless I will have to port all the OpenGL code to my own math wrapper. And I'll have to write a wrapper class for directX matrix stupidity.

Good luck with Horde, don't forget that not all of your code should be LGPL, remember even Ogre has a lot of public domain code in it's wiki. Oh, the geometry paging source code is under such a liberal license, and all your tutorials should be under such liberal licenses too. MIT, ZLIB/LIBPNG, or public domain. Also... a fighting game demo would rock... I've searched and all the open source fighting games are GPL-ed. Fighting games aren't commercially viable BUT they attract tons of 'for fun' hobbyist developers which might breathe in a bit of new life. n.n

Happy New Years, I hope all your resolutions were to do your best... mine was to do some of my crazy schemes that I never go through with... two of which are videogames. And good luck with all your projects.


Last edited by electroreactive on 03.01.2009, 21:28, edited 2 times in total.

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PostPosted: 03.01.2009, 16:35 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Before going into further details,.... which ATI bug are you talking about? The skinning bug reported in this thread is fixed since Catalyst 8.7.


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PostPosted: 03.01.2009, 17:20 
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Joined: 22.11.2007, 17:05
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Location: Boston, MA
As to the slowed development, a lot of that is due to the current feature set being fairly stable. With active development currently focused on the community branch, expect to see a number of more sweeping changes tested out ;)

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PostPosted: 03.01.2009, 21:04 
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Joined: 26.05.2008, 19:46
Posts: 2
Note to self, check year. XD I'm also using DirectX rather than OpenGL. I'll be using 9.0c I forgot, Horde was before I got the main shaders I needed in directX... though HLSL>CG isn't supposed to be difficult. I'll edit it, that was a secondary note anyway. Boy is my face... well... :oops:


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