gamedev-GDC web games report 2004-04-01 - By Kevan Dettelbach
Back > Perhaps a stepping stone solution is to go back and implement a basic openGL > interface. I was always disappointed that Ravware's version didn't get past > the beta. Obviously a striaght conversion of openGL functions to lingo is > not the best route to take. You need to add support for actual mesh > creation and loading of a file format, but thats not outside the realms of > possiblity, animation suport can be added through exisitng model formats > such as MD2 or MD3 and a bones player isn't too far fetched. From my > experince to date openGL is prety easy to get into and some open source xtra > might be viable. > > > Noisecrime 2004
http://www.ogre3d.org/ is the home of the OGRE 3d engine, I believe it is opensource and cross platform (supports both direct3d and opengl) and is definately full featured. I wonder how difficult it would be to stick it into an xtra and basically link lingo commands to its interface? I bet it'd be a lot easier than writing a 3d engine from scratch.
Kevan
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