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Crystal Space Development / Support / Re: Quick Question..
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on: April 18, 2006, 11:08:58 pm
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i find my way easier when testing a map. Since the name and parameters of the executable are persistant (they stay there), one only has to go start->run and hit enter after typing it in the first time. For other purposes, the cmd.exe way works better; i would agree.
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7
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Crystal Space Development / General Crystal Space Discussion / Re: Crystal Space ready for RTS?
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on: April 11, 2006, 02:15:30 am
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Ogre is actually just a rendering engine, but CS is a complete game-ready engine that includes sound, network(I think - Jorrit, whats the update on this?), and rendering. CS is also has many more features than ogre or irrlicht. One of the few genuine problems with CS is the slightly steep learning curve, but there is a documentation effort underway to correct this. Everything that you mentioned on the features list is supported by CS.
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13
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Crystal Space Development / Support / Re: Walktest suddenly very slow...
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on: March 22, 2006, 04:04:44 am
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I haven't had any problems, but I am guessing that it is just a hardware defficiency on your part (no offense - your card is a *little* bit out of date) Right now, CS doesn't do very much lessening of the AGP traffic (comparatived to top end engines) and with an AGP1x (I'm assuming?) port, this will tie up the connection to NO END.
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15
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Crystal Space Project Development / Feature Requests / Re: Upcomming AutoLoader pluggin
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on: February 25, 2006, 05:05:22 am
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There have simply been a whole host of #include errors, the most recent, and the one that I am currently stuck on is that, for some reason I am getting a "cannot open include file" error in csplatform.h on the "#include <csconfig.h>" line. Note that I havent modified any CS files : only added two. Jorrit: i'd like an official concensus on this: what progress metering technique should I use (see the pole)? Maybe support several for various coding styles?
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