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 Is anyone doing anything with this?

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demck
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PostSubject: Is anyone doing anything with this?   Tue 18 Jun - 9:07

I want to know if anyone is active in development please.

Not going to do anything until I get some answer. I notice the svn tree says version .8 for Axiom but the zip I got is .7
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Delurin
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PostSubject: Re: Is anyone doing anything with this?   Wed 19 Jun - 6:38

I am working on development.  But I am slow in updating the repository.
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demck
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PostSubject: Re: Is anyone doing anything with this?   Wed 19 Jun - 8:42

OK if you're doing it I will let it be. No reason to duplicate it.
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AthlonJedi
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PostSubject: Re: Is anyone doing anything with this?   Wed 19 Jun - 9:12

Same thing here , I am going to fork the code off and see what I can do with it, Since Durlin is updating the Axiom version already, My fork will be a port attempt at straight Ogre3d first, and If that isnt feasable, Ill try Irrlicht Engine. But Like Durlin Said, Its going to be awhile before its  even close to ready.
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demck
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PostSubject: Re: Is anyone doing anything with this?   Wed 19 Jun - 10:33

I can't see doing anything with it if it is in the process at this time so I am working on current game stuff which I would rather do anyway.
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demck
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PostSubject: Re: Is anyone doing anything with this?   Thu 4 Sep - 13:40

Hey all,

It has been some time since my last visit.

A few things I have done with Python. MV can do this too it just looks better in BW.

Quick test of models and performance in BW http://youtu.be/4jPN1ZNBon0

Server side harvesting http://youtu.be/XScvlkflCoY

Original test bed for the build a world project. http://youtu.be/ILxLwXlZ_co

Completely build a world server side. All the action is on the server. http://youtu.be/8hNV_CWuU8A

Not much to show really.

I was working with Bigworlds engine in an attempt to make something out of the original KoW however BWT has closed the doors on the indie developers and put the screws deep. I chalk it up to another lost 300 bucks. However! I have again gained knowledge of another engine which is far beyond the typical mmo framework. One that uses a distributed controlled network. MV would rock with some advanced features of enterprise level. I am sure Java can supply this end product if there was one java programmer that knew how to make it happen. (so sorry it won't be me. I know to little about java.)

I been thinking about the whole thing and have been rather put off with all the detours I put myself through since originally starting with MV making Kingdoms of When.  I have made many bad choices over the last 6 years and find myself completely and utterly depressed. My website is closed down now, I forfeited my coop and closed down shop about 6 months ago. I was going to start a project with another group but that went south in a matter of a few days.  pale

I did a update on svn and show no activity since my last visit so I assume this has been rather dead here.  Sad

I have decided to start a project using MV as a baseline. Willing to share it with you as it happens. Maybe take a bit to dust off the rust since I been away form C++ for a couple years.

I been looking at some MIT licensed stuff that would make MV again a king engine and I think maybe it would be a good thing to try implementing them.

I believe the MIT allows this as long as the credits are given to the original authors. It will require a wrapper for C# because much of the code is C++ (THAT I can do!)

Features I am going to implement..

Removal of Axiom as current video renderer or upgrade it as a bare minimum. I will have to upgrade it to take advantage of advanced HLSL, a GPU complied shaders anyway. The old code does not support the new technology. Implementation of the new code will allow morph targets, lip syncing  and skeletal animations. I think it may be time to remove the limitation of Ogre on skeletal animations and make some advancements in that respect but that will be another time in the future as I get closer to the need for it for my personal project of SKyrim port.

Implementation of bullet Physics and dump ridged body physics so there can be physic server side for tasks that really need that security. Besides I need ragdoll physics again for my personal project.

Terrain editing. Edit tiles with multi texturing allowing more freedom to create a much more versatile world. Given 8 splats per chunk instead of 8 splats per world. Possibly creating holes in the terrain to make it completely seamless. Possible to use ATF and Worldeditor from https://github.com/SonyWWS

Improved roads and rivers code. Come on the current roads just down right suck. There is much better code out there to use and better shaders.

Future - Removal of Speedtree and implementation of NGPlant as the procedural foliage engine since the Speedtree library is actually illegal to use beyond development phase. Besides it looks like shit in todays technology even simple models look better. I can use models for my personal project so not a biggie at this time. However, if anyone was going to use it beyond a toy this is rather a MUST DO.


There is more but this WOT should suffice as evidence I have not forgotten about MV.

Best
P.S. _ whoever is in charge of the board PM me. My email is no longer valid since my site is gone and I can't change it.
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