From: Filip V. <f.v...@ce...> - 2006-09-06 15:10:02
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Writing again, I hope it will be delivered this time... I was thinking about the things more, so the answers differ ;) >> I've thought the unmap_poly was used to cut away the polygons that are not supposed to be >> in a certain sub-object, as Shadowspawn's code does. I speak about this because my meshconvert >> tool exports door handles (for example) even on places where those should not have been (a >> bonus to the good placed ones). > >I hadn't encountered anything like that yet. Granted, I've only been >dealing with extremely simple models like unitbox.bin and unitsfer.bin. > Maybe I just missed some condition in the shadowspawn's code. >> >> I'm still thinking about what way the Property structures should be >> defined - structs in a header file or a dynamic definition using XML or >> something (as DarkUtils did). >> > >I've got zilch knowledge of Ogre, even after reading the wonderfully >informative and comprehensive documentation. So I've been sketching some >plans for the back-end services. Objects, properties, game modes etc. > >First of, the avoid confusion, I've taken to calling the Dark-specific >interfaces "services" since Ogre already uses "managers". > >Anyway, property/link data definitely has to be defined outside the >source. Otherwise, you'd have to recompile separately whether you're >emulating Thief or SShock2 or whatever. I'm rather proud of structinfo. >Every property and link can be keyed to a path-like identifier. If the >data is arranged in a B-tree, searching would be very fast. Absolutely right! The only problems I see are speed and consistency. Speed can be fixed, and consistency problems (typos in the property path) will just have to be catched and debugged. Do I get it right when I say that the services would be simmilar to the Dark Engine ones? This seems to be the only solution that is thinkable. Would you mind to reuse the StructInfo? I would not want to write something like this from scratch if not needed to do so. StructInfo does the job well. > >Notice that I'm grouping properties and links together. I think there's >a benefit to uniting the in-core storage of these. A link can be thought >of as a class of properties with the fields "from" and "to". (Flavor >must be part of the key, so you know what the class-specific fields >are.) This is a good point! > >So all the variable game data: properties, links, qvars, etc. can be >centralized in a single repository that the various services call into >to get/set data. > >I've also got some ideas for handling game events that is probably more >flexible than tying everything to Ogre's per-frame callback. Have you >thought much about using threads? Once I get all my notes into a >sensible order I'll upload a synopsis. And probably draw a mind-map as >well. Well, I was thinking about them, but I can't make a picture of how the synchronisation of the per-frame situations would happen - waiting for physics to finish etc...? Was the original engine threaded? I would be very glad to see your design thoughts! Filip > >-- tom >tel...@fa... > >-- >http://www.fastmail.fm - Send your email first class > > >------------------------------------------------------------------------- >Using Tomcat but need to do more? Need to support web services, security? >Get stuff done quickly with pre-integrated technology to make your job easier >Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo >http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 >_______________________________________________ >Opde-devel mailing list >Opd...@li... >https://lists.sourceforge.net/lists/listinfo/opde-devel > |