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From: Swope, D. C. <Dav...@ci...> - 2007-05-03 12:49:18
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Andy, =20 I like the idea of a .zip file also. So, you are thinking of just building the level from individual .mesh files that we load into the octree scene manager? Or are you planning to have an external scene/level compiler of some sort to create the necessary octree data? This, I guess, will be part of the level editor. =20 I would also like to discuss the involvement of Python in loading the level file. Are you planning to have Python scripts create all the entities/static geometry/cameras/etc. or have the C++ portion load these things and just provide an interface to Python so you can manipulate them with scripts. I would like to flesh out the details of this point. Much of the code I've written for the sound/camera/actor/timer interfaces will depend on where we draw the Python/C++ line. If we could get these details worked out I could start making the modifications to these subsystems. I think you have already thought about this, but I still don't understand where you want the line drawn. Please try to enlighten me again. =20 =20 Best regards, =20 Dave _____ =20 From: rea...@li... [mailto:rea...@li...] On Behalf Of Andy Riordan Sent: Monday, April 30, 2007 2:38 PM To: Rea...@li... Subject: Re: [Realityfactory2-devel] Level Format =20 I have given some thought to this, and a few things jumped out at me. I personally like the way the Unreal engines handle this. They have levels consist of one file, which is both the compiled and source map rolled into one. The benefits of this are that you would never lose your source files, as sometimes happens, and when working on a game project, when you send a level you are working on to a colleague, they don't have to bother you again if they also want the source file. The downsides would be the file size (and source material really doesn't take up much compared to compiled material, which would need to be distributed either way with the finished game), and easier access to non-game development team members to source access for teams so inclined (which would be an issue with most types of resources, unless we provide for a way to encrypt game resources, which I am debating).=20 Another option is levels being zip files. This would be nice because you could embed level-specific resources into the zip file, and it integrates with Ogre nicely - Ogre can read directly from zip files. The level itself would be more or less a list of entities, a list of brushes, and some level properties. The models can be imported into the level, where you can keep them separate from the folder or if you want embed them into the level, which simply places them into the zip file. Compilation data could either be embedded in the level file like above, or as a separate file inside the zip file. Data like the brushes after optimization and triangulation, lightmaps, and so on could either be integrated into that compiled file, into the unified level file as above, or be split up into a folder inside the zip level file. Do you think that would be a decent option?=20 BSP might be an option, but I am hoping to be able to just use Octree for scene optimization. If that were not fast enough, I would most likely try various other things, and if I could not find a fast enough solution I would likely use a BSP-type system. I am not very educated or good at scene optimization code, and someone other than me can do some of it (at least the parts which I am unfamiliar with).=20 - Andy Riordan On 4/30/07, Swope, David C. < Dav...@ci... <mailto:Dav...@ci...> > wrote: Andy, =20 I was wondering if we could start discussing the level format for RF2. =20 Are you thinking about using bsp files? It sounds like the bsp support in Ogre is being dropped. =20 Best regards, =20 David=20 =20 ------------------------------------------------------------------------ - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now.=20 http://sourceforge.net/powerbar/db2/ _______________________________________________ Realityfactory2-devel mailing list=20 Rea...@li... https://lists.sourceforge.net/lists/listinfo/realityfactory2-devel =20 |