| Realtime Shadows?; SHOULD WE? | |
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| Topic Started: Jun 10 2008, 04:19 PM (416 Views) | |
| slurpee123abc | Jun 10 2008, 04:19 PM Post #1 |
Slurpee
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Do you think we should take the time to make realtime shadows? |
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| techwizrd | Jun 10 2008, 09:40 PM Post #2 |
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Magister ex Machina
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Thouch I vote 'Yes', now is not the time for designing that. We need much more in depth design of the game story before we get into the technical details. The general rule of thumb is, "If implementation is taking longer than planning, something is wrong here..." |
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| techwizrd | Jun 11 2008, 03:42 PM Post #3 |
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Magister ex Machina
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Mechas Robo is to be toon-shaded as far as I understand. There will be realtime shadows, but we will have to wait until after Apricot is released for the stable shadow enhancements. Crystal Space used to have support for real time shadows, but it was taken out because it was buggy and required developers to make explicitly closed models. Apricot has re-written core chunks of code and has stable, working shadows. As Apricot is not released yet and the code is not yet out, we must wait and bide our time planning. Apricot shadow work Apricot development toolchain (similar to ours) |
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| slurpee123abc | Jun 16 2008, 08:42 PM Post #4 |
Slurpee
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I am now going to be much less active. Recently, I have just have been putting posts, but thats all. Now I am actually going to use blender, and I'll input that. Best Regards, Slurpee |
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| techwizrd | Jun 17 2008, 10:44 AM Post #5 |
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Magister ex Machina
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Cool. That's fine. You also might want read the last few posts in the Mechas Robo thread and post accordingly. I'm having all developers post their interests and skills so I can give them jobs they'd like. (We DO need to fill every job, which it seems I am doing) |
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| purepwnge | Jul 19 2008, 11:49 AM Post #6 |
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Not Lurking
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hmmm that would be cool to have them. |
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I LIKE PIEI LIKE PIEI LIKE PIE | |
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