Registred

Members
  • Content count

    8
  • Joined

  • Last visited

Community Reputation

128 Neutral

About Registred

  • Rank
    Newbie
  1. Choosing a graphic library

    Thanks for your answers!     Yes. We are using libraries for rendering, physics and audio that take away the low level work from us. We are hooking this parts together by ourself in our engine - and only the parts that we really want to be included in the engine. Some points that you listed simply aren't needed in our project. We are only looking for a library that takes care of the rendering.   Urho3D is worth a try. I didn't have time to take a look at it but I will do so as soon as I can.   Yesterday, I read that Ogre 2.0 is currently WIP but there will be a first stable version soon. From what you can read in the forums it sounds very promising. If there are no other alternatives, I think we will go with Ogre.   Here are some links for those interested in Ogre 2.0. http://www.ogre3d.org/forums/viewtopic.php?f=4&t=80576&start=25 http://www.ogre3d.org/forums/viewtopic.php?f=25&t=70522
  2. Hey,   Me and my team are looking for a graphic library for C++. Unfortunately, until now we were not able to find a suitable libary.   What is our situation? We programmed a game in Java using the JMonkey Engine 3. Due to some technological reasons we decided to re-write the game in C++.   What are our skills? We have already wirtten a small engine on top of OpenGL and worked with other graphic libraries. Still, we don't want to mess around with programming a 3D engine. Also, we don't have enough experience (and time/people) to programm a library that can keep up with modern graphic engines.   What do we need? Simple answer - a modern graphic library. Features like physically based shading, tessellation, deferred shading, etc.. would be nice to have. We want to build the game engine by ourself - so we are combining several modules to our own engine that fits our needs. Some of them (like graphics and physics) should be handled by 3rd party libraries and others (like networking) are programmed by ourself. This is very important to us, since we can modify the engine later and change the graphics library in the future, for example. So we don't need a complete game engine - we need a seperare graphics library. Or an engine that lets you use only the 3D library of the whole package. We don't want to set a maximum limit for the pricing - the cheaper the better. OpenSource would be best.   What do we have looked at already? We have seen that the CryEngine and the UnrealEngine 4 offer fair licencing prices for indie-developers (from 10-20 € / month). Now, I don't know how these engines work. My fear is that they require you to use the shipped SDK to build your games with the engine. What we want is to develop our game in-code only, and write our own SDK/Editor for the game. Also, I doubt that you can only use the 3D part of the Cry/Unreal engine sepperately from the rest. Libraries like Ogre3D and Irrlicht would have the structure that we are looking for (simply including the 3D library and using it), but I don't think it can keep up with modern graphic engines. We also looked at Torque3D, Panda3D, Leadwerks and PixelLight (which seems quite promising but the last github commit is 2 years ago and no stable version was released so far).   Searching through the web I got really confused about todays game developing. I couldn't find a graphics library that could reach the rendering standards of engines like the Cry- or UnrealEngine. (I know the showcases of these engines have top-assets and so on, but there are some features like physically based rendering that would be so nice to have in a pure graphics library). Is this just the modern way of game developing? Choosing an engine and building the game on top of an SDK? I would feel deprived of my freedom, when I have to decide on an engine and content myself with its features. We want to build the engine ourself - and provide a useful interface that fits the needs of the game. These SDKs seem so straight forward - building a game out of the box. Doing a few clicks to create an FPS game. No freedom, no uniqueness. Might be that I'm wrong, this is just how these engines appear to me (no doubt that it still needs a lot of talent, training and work to actually create a good game with these SDKs).   So, what are my questions (finally)? *Is there any graphics library out there that provides a C++ API that is not bound to an SDK (except to convert files into the right format, etc..) and is at the state-of-the-art (or at least, almost)? *Is is possible to use the Cry- and/or UnrealEngine in-code only, so that we can abstract all functionalities into our own engine that isn't dependent of an SDK? *Is our way of thinking really that outdated? Would it be better to just go with a complete engine?
  3. Navigation Mesh Dynamic Obstacle Avoidance

    Oh, you meant a book library, shame on me. I was searching the bigger libraries of our country and none of them had the book...
  4. Navigation Mesh Dynamic Obstacle Avoidance

    I'd like to programm the algorithm myself.. Unfortunately, I couldn't find anything till now..
  5. Navigation Mesh Dynamic Obstacle Avoidance

    Unfortunately, this is the "Game Programming Gems" - not the "AI Game Programming Wisdom". I'm sorry I made a mistake in my first post - I wrote "AI Game Programming Gems".. well, correctly it's called "AI Game Programming Wisdom 4" - I edited it.  Thanks for your effort, though :)
  6. Hey there,   I'm currently trying to implement a navigation mesh that can be updated in real-time. A well known paper for this issue is:   http://www.staff.science.uu.nl/~gerae101/motion_planning/dynamic_navmesh.html   This method requires you to build a navigation mesh by constructing a medial axis and then update the medial axis at runtime.   I was wondering if techniques exist that split the polygons of the navigation mesh itself, but wasn't able to find anything on the web. Now, i ran into an article in the book "AI Game Programming Wisdom 4" called "Dynamically Updating a Navigation Mesh via Efficient Polygon Subdivision" by Paul Marden and Forrest Smith, but unfortunately this book is out of print and costs about 400$ as a used copy. I'm a student and can't afford this, but this article really seems to be what I've been looking for for days.    Are there any papers that describe a similar algorithm by subdividing the polygons of a navigation mesh? Does anyone have this book and could describe the overall algorithm that is used?   Greetings!
  7. Complete Motion Capture Data

    Hey,   I'm looking for a complete animation set of some common animations (walk, run, jump, and some other often used animations...). I know there's a set of free mocap data on the web, but the problem is that they come as single animations (one for walk, one for run, etc..) and they need some post-editing. I tried using them, but it consumes a LOT of time editing them (which I do not have since I'm pretty busy with my programming work) and the result is far from good (I'm not a graphic artist, I can do some basic things with Blender, but that's it). + When downloading several animations from the web they come as different rigid body each, which makes combining them (as a non-graphic-artist) even harder. What I'm looking for is a single piece of mocap data which I just have to load up in Blender and rig to a 3d model. Are there any ressources at student-price level? I just can't believe that there is no useable ready-to-go mocap data on the web priced under < 50$ (or am I just to stupid to search?).   Thanks already in advance, Greetings!
  8. NavMesh Geometry

    Hey,   what geometric shapes should my navigation mesh consist of? I've seen NavMeshs with Triangles, Squares and Polygons. What are the advantages/disadvantages of the specific shapes?   Greetings