Thread: Re: [Vrmlengine-main] Network and engine capabilities
Game engine supporting many 3D/2D formats and graphic effects
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From: Michalis K. <mic...@gm...> - 2011-08-05 21:18:05
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2011/8/5 Eduardo Morras <ne...@re...>: > > Hi, again more questions about the engine. > > a) What type 3D can the engine do? I mean, some engines are very good > for inner scenes (like quake, unreal, cube2..) while others are very > good for outer (palomino, openscenegraph, any flight simulator) but > performs worse or not so good in the other. May I say that this > engine is not biased to one of those types? The outer type is what > i'm looking for. It's not biased, I hope. There are optimizations that work for both scene types (frustum culling is used automatically, hardware occlusion query can be turned on --- see http://vrmlengine.sourceforge.net/news.php?id=2009-05-05 ). There are tools to improve speed specifically on outdoor scenes (we support LOD and Billboard nodes from VRML/X3D --- see http://vrmlengine.sourceforge.net/vrml_implementation_navigation.php, also fog culling may be activated --- see one of engine examples). The old "castle" game used both outdoor and indoor scenes. > > b) Networking, Which library do you use? Synapse, Freepascal "naked" net, Indy? > None, unfortunately. The engine doesn't have any built-in networking capabilities, *for now*. You can add them yourself, since FPC/Lazarus have many networing libraries (to the ones you mention, I can also add LNet). And when you do this, you can even contribute it back to the engine :) Michalis |