gamedev-GDC web games report 2004-03-30 - By NoiseCrime
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-- -- Original Message -- -- From: "PsychicParrot" <jeff@(protected)>
> Amen to that! Now, if only the boys on the mothership would see it ... > > ;) Thanks for sharing that.
Np. I'm sure Gary might have more imput from the actual GDC sometime?
<uh oh, feel a bit of a rant coming on> But regarding SW3D i have to say recently i find myself re-assesing its place much more frequently in terms of a development tool. Rather ironic as for the past year all my client work has actually moved over the sw3d, yet in terms of personnal development in 3D its so sadly lacking that i've even contenplated grabbing the (browserless) torque engine and seeing what it can do. I have no problems with getting dirty with openGL, its really not that far removed from the effort i tend to put in with dealing with sw3d these days.
Its not that SW3D is bad, its just so lacking in features and functionailty that you'd expect and require these days. Its also gone way past the point of just trying to add transparancy sorting, additive blending, decent exporters. The lack of rendertotexture along with the crazy workaround of just grabbing a bitmap render (which works out faster than the inbuilt image function) is rediculous. The lack of any dynamic shadows, support for storing more than 1 layer of uv's, no chance of getting any level of pixel or vertex shaders, poor performance as the model count increases, the list is endless.
Personally I feel that just addressing the issues the community had 2 years ago (and which have been covered to death) is no longer enough. For sw3d to become the leader in web 3d and 3d in general a major overhual is now needed, not least with opening it up in the form of a SDK to allow developers to add their own features just like they do with Director currently. I mean imagine how good Director would be if it had no xtra's? Thats no buddyAPI, no Printomatic, no Propsave, no vlist, no SharpUtils etc I can't imagine it would be half as useful as it is today.
My real concern though is perhaps where i'd like to see sw3d get to is never going to happen. This I think depends on whether MM actual bought or just licensed the engine from Intel. If licensed then I feel there will always be servere issues for MM to actual update it all, having to presumably get Intel to do it for them. This is a shame, becuase I spent an hour or so at the weekend writing out a sw3d wish list, based on the post by neto (on dirgames I think) However this was much more than a wish list, as it started to break down where and how I feel new features should be added. For example a new shader type (#advanced) that had all the access to properties for depth comparision, depth read/write, alpha test, blending etc with old shaders maintaining backwards compatiabilty. Another section dealt with the issues and needs for renderToTexture, both an actual RTT (which we don't have) and rendertobitmap/imageobject. However after writing out a fair amount of stuff i realised that although simple to work into the current structure of sw3d without access or permission to do so, would mean these type of changes, ones that actually are meaningful and workable might never happen. ;( <end of rant>
Noisecrime 2004
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