Nima

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About Nima

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  1. Don't forget the fact that you may load it in any platform with a supported browser (e.g your tablet)
  2. Imagine a few game designers are working on a single scene. The real-time multi-user collaborative feature is what they can benefit from. They can all work on a single scene, import, move, create or even animate objects. Cloud-based feature allows you to render your scene with as many machines as you want by paying the renting cost, and you don't have to be worried about configurations. You want to share your art with millions of people or a specific person in your team? Just set the desired sharing options and share the link with them. About the cost, the cloud-based feature makes it a lot cheaper than traditional applications. You don't have to install anything, and you don't have to download those huge service packs for bug fixes. You just log-in and everything is there... You are afraid of losing data on the cloud backup? Then, just export your scene into a traditional format and store it in your local hard disk. History from the beginning, and many more...
  3. Clara.io is a next-generation 3D content creation tool that runs within the web browser and developed by Exocortex. Clara.io is built for the web, it is cross platform, there is no configuration or installation, all of your creation history is stored automatically. You can collaborate in real-time, and you have access to unlimited cloud computing on-demand. Clara.io has already the following features: - Hierarchical scene graph. - Lights and cameras. - Robust support for Polymeshes, including indexed UV, Normal and Color maps. - Flexible operators (known as 'modifiers' in 3DS Max.) - Keyframe-based animation. - Powerful sub-object editing. - Renderer and pass management. - Extensive materials. - Sharing system. - Rudimentary bones and skinning. - Real-time multi-user collaborative editing. - Automatic versioning with history. - Plugin model. - Script log. - FBX, Collada, OBJ and STL file format support. You may apply now to join the beta program. http://www.clara.io Blog: http://exocortex.com/blog/introducing_claraio  
  4. Guys, Please do NOT change the topic and talk about mentioned questions, do NOT make it "Microsoft vs X" discussion. If you are going to tell your personal thoughts then AT LEAST make it technical like the half of the first page, but again about the subject. Quote:Quote:If you require the new extensions, you loose compatibility to older cards with OpenGL. For Direct3D we know that D3D9 graphic cards support at least some specific features and that's easy to use them and also inform customers about requirements, but with existence of extensions for OpenGL which require a certain OpenGL version, what should we do? I've never seen a game demand an specific OpenGL version to be played, why ? unfortunately my OpenGL knowledge is not vast, could anyone clarify it? Any idea about this one?
  5. Thank you all for participating. Quote:Original post by MJP Quote:Original post by godmodder But then again, the people who are professionals know (or at least are supposed to know) all the details about math and such, so they wouldn't have much trouble programming their own library. Completely irrelevent. A good engineer doesn't waste his/her time implementing something that's already available to them, even if they know how to do it. I agree, it can be really an advantage for Direct3D to save time and money. Quote:Original post by Evil Steve Nitpick: It's Direct3D. DirectX does a lot more than just graphics, whereas OpenGL just handles graphics rendering. You mean DirectInput and DirectSound ? Quote: If you require the new extensions, you loose compatibility to older cards with OpenGL. For Direct3D we know that D3D9 graphic cards support at least some specific features and that's easy to use them and also inform customers about requirements, but with existence of extensions for OpenGL which require a certain OpenGL version, what should we do? I've never seen a game demand an specific OpenGL version to be played, why ? unfortunately my OpenGL knowledge is not vast, could anyone clarify it?
  6. Nowadays everybody knows that DirectX and OpenGL are the same in functionality as everything is going to be based on shaders and we can get the same performance with both of them. I’m a DirectX developer and you assume that we are going to develop games for "windows" at the moment with DirectX, but we face many OpenGL developers try to change your idea about using DirectX in this situation with some questions like below: 1) "DirectX is specific to Microsoft platforms but OpenGL is cross-platform, and they have the same functionality, so why don't you learn OpenGL which let you port your game to other platforms like Linux/Mac in the feature easier and without extra effort and even let you develop cross-platform 3D Apps instead of games if you like ?" 2) "Each version of DirectX breaks compatibility with the previous version and you always need a new compatible graphic card, but for OpenGL there are Extensions." 3) You say: 'Microsoft's Support'. What are serious supports of Microsoft for DirectX that OpenGL doesn't have?" 4) "And finally, what are advantages of DirectX rather than OpenGL to develop PC games? (Let us forget about Xbox 360) or vice versa, the weaknesses of OpenGL in this situation?" regardless of all my knowledge, I did not have enough answers to convince them why I’m using DirectX... Note that it is NOT a DirectX vs OpenGL question, and Please discuss about above questions. Thanks in advance [Edited by - Nima on July 4, 2008 3:40:17 AM]
  7. Thanks I think you are relatively right; but there are two problems that I can’t understand: 1) If those cross-platform toolkits (Qt, wxwidgets,...) are the best choice to use, why don’t all companies use them for their 3D applications or Game Engines? Do you know anything about developing of these big apps: Unreal Engine 3, Maya, Torque Game Engine or even Adobe Photoshop? (I read in wikipedia that Photoshop use Carbon for Mac-OS X) For example I found only two famous applications “RealFlow 3“and “Adobe Photoshop Album” that I use is made by Qt, what about other apps? 2) When most of companies want to employ some programmers, they need C/C++ coders (and sometimes with experience of win32), so why don’t they employ experienced coders under Qt or wxwidgets? If employees don’t have any experience with those toolkits, and just know Win32, How they can learn and use them without difficulty? How can we work in a team with something that we didn’t touch before? Thanks in advance [Edited by - Nima on October 13, 2006 2:35:49 PM]
  8. Thank you guys, Have anyone any idea about my Linux questions ? About X windows (totally/solely development for Linux). Nima NF [Edited by - Nima on October 11, 2006 6:58:39 AM]
  9. What do companies do to develop an application to support Windows, Linux and Mac-OS (I’m talking about API)? what famous API for those platforms, similar to Win32? 1- Is Carbon the best environment for Mac-OS X? 2- Is X-windows (X11) the best for linux ?(and Is it something like win32 API?) 3- which compiler is the best for linux at the moment ? - I don't think they choose a cross-platforms like wxwidgets for big, critical and commercial projects. we can understand it from their employments (for instance they need win32 and Unix programmer) If you have experience about it, any comments please. Thanks in advance, Nima NF [Edited by - Nima on October 11, 2006 4:34:59 AM]
  10. Quote:Original post by Anonymous Poster C# is my only option btw, so I can't switch to C++ or a custom gui, the project relies on too many C# wrote dlls. As I know about C#, it is possible to use all Win32 functions with adding their dlls in the middle of your codes and easily use them. No need to switch to C++. Sometimes we have to do that. You can search and find how to do that. Nima Nf