Blockland Forums > Suggestions & Requests

ModTer/OpenGL suggestions

Pages: << < (2/4) > >>

Lugnut:

if we had opengl access, could we not render whatever the forget we want?

Axo-Tak:

OpenGL support would probably be awkward in TorqueScript.

Marcem:


--- Quote from: [GSF]Ghost on December 08, 2013, 11:22:20 PM ---I'm pretty sure you can make it render like v20 terrain. You can also easily setup smooth or flat-shading depending on how you draw the mesh. It could also allow interiors to be brought back (they could be built using in-game programs), possibly with shader-support.
I just realized that another build layer could possibly be added via packages that overwrite the brick functions. I'll definitely look into this.

--- End quote ---
If making terrain was that easy, don't you think badspot would have done that already?  Opening up OpenGL access, even though that makes no sense, would open a giant can of worms.  Especially with the scripting skill of people here, I wouldn't want everyone's crappy graphics programming running in the game.  Already the game is weighed down heavily by cascaded shadow mapping when trying to run thousands of bricks, and there's no real good way of going about optimizing the bricks even more.  You seem to have absolutely no clue how this works at all.

Port:


--- Quote from: Axo-Tak on December 09, 2013, 02:11:21 AM ---OpenGL support would probably be awkward in TorqueScript.

--- End quote ---

OpenGL support is awkward in every language ever.


--- Quote from: [GSF]Ghost on December 08, 2013, 09:22:04 PM ----Allow Add-Ons to access OpenGL functionality (or at least include functions for procedurally drawing meshes). This would make infinite terrain generation MUCH easier. Terrain could be made to look realistic, flat-shaded or even like regular bricks.

--- End quote ---

This really doesn't make sense because OpenGL would be a client-sided thing, and terrain generation should be done server-sided.
Sending rendering primitives to clients is simply not an option due to how horrendously slow it would be.

[GSF]Ghost:


--- Quote from: Port on December 09, 2013, 05:12:13 AM ---OpenGL support is awkward in every language ever.

This really doesn't make sense because OpenGL would be a client-sided thing, and terrain generation should be done server-sided.
Sending rendering primitives to clients is simply not an option due to how horrendously slow it would be.

--- End quote ---
Actually, the terrain generation could be handled via a client-sided algorithm, but it would check with the server for each chunk if it was edited. If it's edited, then the server would send the mesh data to the client. Also, if done client-sided, each client would be able to adjust the radius of chunks generated around them.


--- Quote from: Marcem on December 09, 2013, 02:12:54 AM ---If making terrain was that easy, don't you think badspot would have done that already?  Opening up OpenGL access, even though that makes no sense, would open a giant can of worms.  Especially with the scripting skill of people here, I wouldn't want everyone's crappy graphics programming running in the game.  Already the game is weighed down heavily by cascaded shadow mapping when trying to run thousands of bricks, and there's no real good way of going about optimizing the bricks even more.  You seem to have absolutely no clue how this works at all.

--- End quote ---
I didn't say it was easy. Also, I don't have experience directly with OpenGL, but I do have a lot of experience with infinite terrain generation and drawing meshes procedurally:


Anyways, it was just a suggestion; I left it open-ended on purpose for discussion.


--- Quote from: Lugnut on December 09, 2013, 01:21:27 AM ---if we had opengl access, could we not render whatever the !@#$%^&* we want?

--- End quote ---
Yeah, that would be a major problem; it might be best to restrict it in some way; not sure how though.

Pages: << < (2/4) > >>

Go to full version