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 Axiom update

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neckro
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PostSubject: Axiom update   Axiom update EmptyFri 4 Nov - 7:02

Hi, anyone has tried to update axiom engine ? I have tried but no luck .. instant crash Smile
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Delurin
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PostSubject: Re: Axiom update   Axiom update EmptySat 5 Nov - 7:08

Multiverse forked the axiom engine so they used a custom version of it. Once we have the code one of my top priorities is to update the fork to the newest version of axiom.
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Tristan
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PostSubject: Re: Axiom update   Axiom update EmptySat 5 Nov - 8:24

This may be a silly question, but are there not any better engines out there? I've had a look at the Axiom website, and it all seems rather out of date anyway... The example screenshots they showed look like they were taken about 2-3 years ago.

However, I guess it would take a lot of work to change the engine for something else, so we may have to stay with this anyway!
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Delurin
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PostSubject: Re: Axiom update   Axiom update EmptySat 5 Nov - 8:37

It would probably be easiest to work on updating axiom to the most recent Ogre code then updating multiverse with the axiom code...
Changing the whole rendering engine with only volunteers might be extremely difficult. We could try to implement straight into ogre or possibly convert axiom to mogre which at least uses csharp. Otherwise I dont think there are any better open source rendering engines. We could try talking to unity to see if we could get them to help us change over to their rendering client but then it wouldnt be open source or free.
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neckro
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PostSubject: Re: Axiom update   Axiom update EmptyTue 8 Nov - 0:12

Tristan wrote:
This may be a silly question, but are there not any better engines out there? I've had a look at the Axiom website, and it all seems rather out of date anyway... The example screenshots they showed look like they were taken about 2-3 years ago.

However, I guess it would take a lot of work to change the engine for something else, so we may have to stay with this anyway!

Is not silly at all. I thought about that too, but since axiom is still active ( Last Update: Aug 2 2011 ) will be easy for the moment just to update the source.
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Delurin
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PostSubject: Re: Axiom update   Axiom update EmptyTue 8 Nov - 0:20

I think we should first update to the most recent axiom since hopefully it wont take much work. But in the long run we should think about switching over to mogre ( a csharp wrapper for ogre instead of a port) since they keep up to date the most current version of ogre. The only thing I am not sure is how much speed is lost due to the wrapper.
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Tristan
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PostSubject: Re: Axiom update   Axiom update EmptyTue 8 Nov - 2:04


Sounds like a good idea.

So, for the moment we'll stay with Axiom, but in the long run we'l do some research for better options - this mOgre thing sounds like it could be good.

What about the Nvidia idea you were talking about? Is that anything to do with this?
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Delurin
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PostSubject: Re: Axiom update   Axiom update EmptyTue 8 Nov - 2:42

The Nvidia idea was to switch to the nvidia physx engine which wouldnt have anything to do with the rendering engine. Plus I decided to go with Bullet - in particular BulletSharp. Now that the code is available I will probably work more on implementation of it with the end goal of removing the builtin collision detection with a full physics engine.
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Tristan
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PostSubject: Re: Axiom update   Axiom update EmptyMon 12 Dec - 9:31

[moved to relevant forum]
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Wolfen69
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PostSubject: Re: Axiom update   Axiom update EmptyWed 11 Jan - 3:52

Yes! The graphic engine needs a massive update! I just got a concept Multiverse server up and running last night, I was so happy then I saw the graphics and realized how dated they were. I do understand that the sample world is not the best show case for Multiverse but there is a huge difference from:

Torque3d
Axiom update Shark02

Multiverse
Axiom update Sampleworld2

I do not know if this falls under the graphic eng or not but the following would be nice to have:
Time - Day and Night with a moving sun.
Weather – Rain, Ash, Snow (With it piling up on the ground and buildings).
Water – Clear water with deformities so it looks like water. Water fog. (Swimming!)
Clouds – That move and change shape.
Wind – This may be more of a Physics thing.
Smoke – For fire and spells.
Light sources – Like a touch at night only lighting up around a small area.
Better lighting
Bump mapping and alpha channels.

Maybe someone that knows more about it could let me know from above would a graphic eng update would help?

I know this is a very tall order, so Get Started on it! Just kidding, right now I am working on getting a stable environment up for my project, production servers, staging servers and dev servers (you know the drill).

I am going to see if I can meet with the guy that is going to be doing coding for my project (maybe this weekend) and see if he can help.
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Tristan
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PostSubject: Re: Axiom update   Axiom update EmptyWed 11 Jan - 11:22

Hey there Wolf,

We are (painfully) aware that the graphics system for Multiverse is fairly outdated, as the last update was back in 2007!

Once we upgrade to a newer graphics system (and this is in discussion), we will certainly be taking the sort of things you mentioned, into account.

And as you said, the models/textures in the Sample World aren't exactly the best showcase of the capabilities of the Multiverse Platform, especially with the (comparatively) poor graphical level. For this reason, we are looking to improve the sample assets, and actually start work on a new, fully-functional Demo World, with brand new models and art.
We will be redoing the Sample Assets (that are included with the source code), and make them look a lot better.


Hope that at least starts to answer your question!

Tristan


Last edited by Tristan on Wed 11 Jan - 14:01; edited 3 times in total
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Wolfen69
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PostSubject: Multiverse Love...    Axiom update EmptyWed 11 Jan - 12:30

Do not get me wrong. Despite the graphics (from what I have seen) Multiverse has one of the BEST network back ends I have seen under a few $100,000. Coming from a developer that is wanting to make a Mmo the graphics are easy to change compared to having a game eng with no networking built in and trying to build one around it. If I did not have faith I would not be pulling up a few of my 1u servers tonight to start building a production environment. LoL I can not say enough about the networking in Multiverse and can only hope that it is not lost while it is being updated.

Personalty I would say forget the sample world for now, until we get things reworked. Then slapping something together to show it off should be easy.

What I am setting up here at the house is a development server - > staging server - > production server. This way I have something to develop with, a testing environment and finally something for the public.

My post above was more of a wish list and wondering how many of those would be fixed by a new graphic back end and how much would have to be coded to fix. I am thinking things like swimming would have to be coded and lighting would be the graphic eng. How ever I am not a coder by heart how ever if you want to know how DNS works or subnetmask down to the bits work I am your man. Very Happy
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Bruin
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PostSubject: Re: Axiom update   Axiom update EmptySat 25 Feb - 21:48

One of the big advantages of going with MOgre is the community of addons too it. Most of those things your looking for are available in the MOrge community...

I'd highly suggest not to waste your time with Axiom and go with MOgre.
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