Horde3D

Next-Generation Graphics Engine
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 Post subject: Blender 2.48
PostPosted: 15.10.2008, 16:02 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
IMHO very impressive what can be done with the new blender version.


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 Post subject: Re: Blender 2.48
PostPosted: 15.10.2008, 21:10 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
We need to get the Horde Editor looking like that ;)

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Tristam MacDonald - [swiftcoding]


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 Post subject: Re: Blender 2.48
PostPosted: 15.10.2008, 21:37 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
Or we need to get Blender to export it's data perfectly into Horde3D's format :-)


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 Post subject: Re: Blender 2.48
PostPosted: 22.10.2008, 09:52 
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Joined: 11.06.2008, 10:34
Posts: 119
Have to agree with swift :) I think a single program pipeline wouldn't be such a good idea. A standalone editor is a big attraction, and you don't want to end up like Ogre which is effectively in bed with 3dMax an DotScene (im not say its not good, however it can be a big problem).

I think Horde Editor is good already, just needs a little work on the user interface side (like Camera and light Icons).

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 Post subject: Re: Blender 2.48
PostPosted: 22.10.2008, 10:17 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
I want to release a slightly updated version together with a sample plugin that will show how a GameEngine can be integrated into the editor in the next two weeks (if my former university agrees with the release of the GameEngine components), but since I'm now working for a company that does not use Horde3D or the editor in any way, I have to admit, that I won't have so much time to further improve the editor in the future. Maybe we can add the source to the community branch after the next release. This way bug fixes and improvements can be integrated more quickly.


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