Engine migration

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What do you think should happen with the engine?

Stay with quake 1-Darkplaces
11
34%
migrate to new engine
2
6%
Focus on upgrading Darkplaces to improve current engine
19
59%
 
Total votes : 32

Postby iSuck » Sat Sep 08, 2007 10:13 pm

Hold on here. I just played the newest version of Sauerbraten/Cube2, and it uses OpenGL, and all the shaders work perfectly. Gloss, refraction, normalmapping are all perfect. What's this about, do they use OpenGL 1.0 or something, or are we just missing part of version 2.0 in Nex?
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Postby eihrul » Sat Sep 08, 2007 11:47 pm

iSuck wrote:Hold on here. I just played the newest version of Sauerbraten/Cube2, and it uses OpenGL, and all the shaders work perfectly. Gloss, refraction, normalmapping are all perfect. What's this about, do they use OpenGL 1.0 or something, or are we just missing part of version 2.0 in Nex?


Sauerbraten uses ARB_vertex_program and ARB_fragment_program - I.e. the assembly language. This is precisely because GLSL support across most platforms is rather poor, and the assembly program support across most platforms (Mesa's sucks though) is rather good.. Also, the driver seems to optimize the assembly much better, especially on nvidia cards with ARB_precision_hint_fastest. What GLSL support is in Sauerbraten has already run into a number of Apple bugs, although they were worked around.
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Postby iSuck » Mon Sep 10, 2007 9:40 pm

Does that mean sauerbraten uses an entirely different assembly?

What I understand is that sauerbraten is written/assembled differently, so Nex would require a full rewrite to support shaders on an apple. Correct?
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Postby iSuck » Tue Sep 11, 2007 8:31 pm

I hate macs not having gpus in the basic models. That's lazy design-if they can can fit it in the computer only if they make it .2" thicker I bet, they figure that no one will buy it because it's bigger, which is a stupid assumtion. I wish apple had a "function over form" laptop line that didn't have obsessive-compulsive designer's working to squeeze components in to a tiny shell. Size isn't the matter that makes it worth buying.

This is making me irritated, I'm gonna go pester my computer apps teacher untill she gives me one of the awsome computers we have at school.
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Postby melk » Thu Sep 13, 2007 9:59 pm

Well the 8600M GT 256MB in the MBP isn't so bad ;)

But yes I know what you are saying, I'm playing with an Intel GMA 950 in my Mini. Heh.
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Re: Engine migration

Postby Apprentice » Wed Sep 19, 2007 1:41 pm

iSuck wrote:Now I'm thinking: where is nexuiz going? If we remain on the Darkplaces engine, playing the quake 1 engine to its limits, we need a to move in to a new building, we could keep upgrading Nex on the quake 1 format, or we could move on to a more efficient rendering and gaming engine.

What would we have to do to migrate to another engine (commercial OR open source)?

If we really can keep upgrading Nex, is it worth it? What I'm asking is if we could be getting current Nexuiz capability with less work by migrating to another engine.

Nexuiz shouldn't change engines, it's confusing and totally unnessacery. Talks about a new engine is only interesting if the team decides to develop Nexuiz 2 a not a moment before . . .
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