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mirror command (Wishlist)
mirror command // Wishlistdlp anneMay 20, 2003, 2:54am
I would like to have a reflect command that would cause an object to act
just like a mirror reflecting everything in it even avatars and not just your avatar but every avatar around you just like a real mirror would. 3D games have this effect for there 3D objects. kahMay 20, 2003, 1:25pm
"dlp anne" <anne at dreamlandpark.com> wrote in news:3ec9b4f9
at server1.Activeworlds.com: > I would like to have a reflect command that would cause an object to act > just like a mirror reflecting everything in it even avatars and not just > your avatar but every avatar around you just like a real mirror would. > 3D games have this effect for there 3D objects. The only thing is that those games use precompiled geometry for all the surroundings, and partially compiled avatars (most of the time). That gives you a big performance gain, which then allows you to use more CPU on things like mirrors. In AW, even with some of the most modern and most effective techniques for these effects (like stencil buffers) it would mean a *serious* performance hit. Considering I sometimes get quite mediocre framerates even with top-of-the-line hardware, I don't think it would work out very well. KAH calhounMay 20, 2003, 1:31pm
kahMay 21, 2003, 2:54pm
"ananas" <vha at oct31.de> wrote in news:3ECA6CD9.A515F2B9 at oct31.de:
> Afaik. Renderware has no raytracing capabilities You don't really need it, and it can be slower than other techniques. But the lack of raytracing would indicate that RW probably doesn't support other techniques... I really don't get why they licensed RW3 instead of something more advanced. KAH calhounMay 21, 2003, 3:56pm
the other programs i mentioned that are like AW have objects that use stuff
more out of date than AW's and yet they can reflect on stuff [View Quote] obdurateMay 21, 2003, 7:08pm
>... I really don't get why they licensed RW3 instead of
> something more advanced. > > KAH i totally agree with that.. even md2 would be nice agent1May 21, 2003, 7:18pm
calhounMay 22, 2003, 12:27am
i've had no trouble converting MD2 and MDL files to AW Format, with the 3D
Textures and design and they work on AW so maybe AW should use MD2 or MDL [View Quote] agent1May 22, 2003, 11:40am
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So what? The file format doesn't decide how things get rendered. Using MD2 for AW won't really solve any problems.
-Agent1 sweMay 22, 2003, 1:41pm
like the quake engine which was accidently mentioned :) its only $10k i
believe. not sure about royalties -SWE [View Quote] bowenMay 22, 2003, 2:20pm
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Still, AW is paying royalties to RenderWare. Isn't one of the quake
engines free? -- --Bowen-- sweMay 23, 2003, 7:20am
not totally, has strings attached. have to have like a big logo and pay more
royalities. cant remeber, i checked it out ages ago. -SWE [View Quote] technozeusMay 23, 2003, 5:50pm
There are other rendering engines out there, with different licensing arrangements. I think it may be of some benefit to look into attempting to adapt one of the ones which allow a development team to work on it for free before their first public release. I do recall seeing wording to that effect in one of the ones I looked at. Of course, there is no easy solution, and much of Active Worlds is built around the way RenderWare works, so... it's not like they can just rip out one rendering engine and drop another in. (Someone in the development team, feel free to correct me if I'm wrong about this.)
TechnoZeus [View Quote] kahMay 26, 2003, 3:37pm
"technozeus" <TechnoZeus at usa.net> wrote in
news:3ece7b7e$1 at server1.Activeworlds.com: > There are other rendering engines out there, with different licensing > arrangements. I think it may be of some benefit to look into > attempting to adapt one of the ones which allow a development team to > work on it for free before their first public release. I do recall > seeing wording to that effect in one of the ones I looked at. Of > course, there is no easy solution, and much of Active Worlds is built > around the way RenderWare works, so... it's not like they can just rip > out one rendering engine and drop another in. (Someone in the > development team, feel free to correct me if I'm wrong about this.) I believe you can get ahold of the QIII engine freely if you intend to pay for it (check iD Soft's page for this). It is true that AW is strongly reliant on RW, and a convertion would take a lot of time, especially now that there are so few programmers. The mistake was made when AW 3.0 went on the drawing-board. Since they were going to upgrade to RW3, involving a lot of changes and a long convertion process, this was the time to change their mind about the engine. Granted, it would probably have taken even longer to deliver 3.0, but using a more advanced and modern engine would definitely have been in their interest. I checked the RW3 licensing (that was at least a year ago, prices may well have changed since) and found it to be extremely expensive. They also had to pay the fee for EACH VARIANT (D3D, OGL and software). I think the total came up to something like $750k! That the OGL engine is complete rubbish, the two other mediocre, doesn't really justify it. This said, engines like QIII or Unreal might not be the right thing for AW, since they're aimed at games, and take a great deal of control over the workings of the game. But there are other engines out there, and they could've spent the money on programmers to code an engine tailored to AW's needs... In which case they could've done the same clever thing as iD, Valve, etc and licensed it out to boost future development. KAH bowenMay 26, 2003, 4:11pm
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I disagree, I believe they can be optomized to perform better than RW's
engine for realtime rendering. Much better at that. -- --Bowen-- kahMay 27, 2003, 1:11pm
"bowen" <Bowen at andras.net> wrote in
news:3ed258c9 at server1.Activeworlds.com: > I disagree, I believe they can be optomized to perform better than > RW's engine for realtime rendering. Much better at that. They probably can, but they're still aimed at games and might not really do well for AW's use. For example, the Unreal engine takes care of everything from the menus to the multiplayer engine, and will not cater very well if there's no guns involved. KAH codewarriorJul 7, 2003, 4:59am
There are three rendering engines in there already.. Software,
OpenGL and Direct3D. Even though these are the same 'engines' used at the lowest level by other games, it's not the *rendering* engine itself that determines if stuff like 'mirrors' are possible. Renderware is more than just a rendering engine, just as the Quake or Doom or other game engines do more than just 'render'. All game engines need to do collision detection for example and you won't find anything like that in a rendering engine. No game uses raytracing for real time display either. Mirrors in games are done using techniques such as mentioned earlier.. by rendering a texture from a given viewpoint and dynamically mapping that to an object. Contrary to what somone said in the earlier thread about implementing cameras, that is how games can and do implement things like live security cameras and live computer screens in their worlds, and it is not that big a performance hit. The back of the napkin math that was cited failed to acount for the fact that the texture created would only be a very small size versus a full sized browser view, so cameras need not affect the frame rate much at all. [View Quote] |