Irrlicht engin + darkplaces?

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Irrlicht engin + darkplaces?

Postby Sgt Nova » Mon Oct 01, 2007 5:53 pm

Hi,
I have noticed that the irrlicht engine if not so fare away from the dark places (the nexuiz game engine).
The irrlicht engine is just a graphic engine but whit huge potential.... because the engine don’t have a poly max count and the engine can use bumb-mapping, normal-mapping AND PARALLAX-mapping witch really looks brilliant ... you can make a brick wall out of 2 polygons, or make grate shadows, and the key benefits is big outdoor areas ..... The engine got 3d sound and much more but it’s only a graph engine not a game engine. I don’t know how much work it would be to use the game play and the net-code from the dark-places engine and the graphical part from the irrlicht.
But Thad would be grate.

The irrlicht engine is a compel open sours engine!!!!
The engine can load pk3 files; I loaded docs_morph_remake_insta.pk3 in the engine great look and whit absolute low use of system recourses.

I played around whit the irrlicht engine but I’m c++ knowledge is not high enough to combine the engines....
I’m not a programmer just a coder ^^

So this topic is special for lordhavoc

Mfg Sgt Nova

Ps. I maybe able to load maps and sound and models and I can make the tracer for bullets but there so much more where my knowledge ends (net-code, multi playing...)

http://irrlicht.sourceforge.net/



This is the wall made out of 2 ploys

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Postby torus » Mon Oct 01, 2007 6:54 pm

Darkplaces supports bump and normal mapping. :roll:
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Postby Sgt Nova » Mon Oct 01, 2007 7:47 pm

yep but have a poly limt doc-pyton tryed to make a map whit 3 moving trains and after the half map he was at the poly limt and i talk about parallay mapping...
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Postby KadaverJack » Mon Oct 01, 2007 8:13 pm

The limit is probably with the bsp compiler/format and not the engine, in which case switching the renderer would do squat... And even if it is an engine limit: darkplaces can render scenes with 150k polys and more, but why? Those maps are far from being playable on an average system, so mappers should avoid building such complex scenes...
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Postby Sgt Nova » Mon Oct 01, 2007 10:09 pm

it's just an idee ...
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Postby TVR » Tue Oct 02, 2007 3:32 am

Q3map2 can be 'hacked' to alleviate standard compiling limits... -this has been famously used in order to allow some of mikeeUSA's larger maps.

Further advice on the subject can be received by consulting him, his contact information [presumably] can be found on his server [CAEthaver2].

Irrelevance to alleviating Q3map2 compilation limits will be ignored.
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Postby Sgt Nova » Tue Oct 02, 2007 5:18 pm

as far as i know the darkplaces can not render big outdor areas or?
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Postby tZork » Tue Oct 02, 2007 6:26 pm

This change would be to large to still call teh game Nexuiz. irr is a very diffrent engine. yes it can load bsp's and its reanders stuff in 3d but thats abt where the simmilareties end. It dont have a QuakeC VM, so all game logic will need to be rewriten, afaik it dont have a stable networklibrary, so that needs to be writen. list goes on. And imo, for a engine change, theres better alternatives then Irrlicht (like Lightfeather).

Darkplaces can render large areas (i seem to remeber someone talking abt a demo map the size of earth), the problem is the lack of a dedicated terrain tech (eg DLOD mesh/models), or at least texture blenging. w/o this its just very hard to make something big (and open) that reanders at decent speeds.

As for the limits of q3map2 ist very easy to change, anyone with half a brain and some c experiance should be able to do it in notime.
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Postby Sgt Nova » Tue Oct 02, 2007 8:05 pm

thx for the information i sad its only an idea^^
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