Crystal Space
Welcome, Guest. Please login or register.
April 17, 2014, 09:29:41 am

Login with username, password and session length
Search:     Advanced search
8990 Posts in 2037 Topics by 7588 Members
Latest Member: Msdromyc030
* Home Help Search Login Register
  Show Posts
Pages: 1 2 [3] 4 5 ... 10
31  Crystal Space Development / Game Content Creation / Re: gtkradiant vs blender for large outdoor maps on: September 28, 2005, 05:19:23 am
You can still use Radiant, but I'd recommend Blender. I'm not sure how much the Radiant->CrystalSpace converter is even maintained any more.
32  Crystal Space Development / Support / Re: My problem on: September 28, 2005, 05:14:20 am
I don't want to feed a flame war, but I think a lot of people who are new to application development have these misconceptions.

From my perspective, the documentation and tutorials were the main reason I started using CrystalSpace. Community documentation and the manuals are relatively straightforward, and I had a simple polygon rendered in a custom-made CS app within a couple of days. Bear in mind this comes from a guy who makes a living doing J2EE programming... but with the CS templates, header organization and object-oriented design I was able to get up and running in short order.

From the perspective of my hardware, CrystalSpace does a great job of rendering high-poly models very efficiently. While the engine definitely favors few high-poly models over many low-poly models, once you have visability culling, textures efficiently generated and sectors adequately defined the engine is great.

I definitely didn't have to read the whole API documentation to understand how the introductory tutorials worked - it was fairly common sense. This event-driven model has been used since the days of LaMothe's Mode-X engines, and carries on to today.

If you're having problems understanding the documentation or Crystal Space, I highly recommend taking a step back and instead learning some fundamentals of C++, data structures and object-oriented programming. Until you've written your own hashmap implementation or blitted a few pixmaps to a buffer, you really can't appreciate how easy CrystalSpace makes things.
33  Crystal Space Development / Support / Re: I've got a problem here... on: September 28, 2005, 05:04:29 am
Okay... Eric needs a new computer... BADLY.
34  Crystal Space Development / Support / Re: help with lighting on: September 28, 2005, 04:59:46 am
Methinks you are talking about cel shading... I *thought* there was a render plugin for that... but it may have been a while ago...

At http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=37 you can read through a tutorial that implements cel shading in OpenGL...
35  Crystal Space Development / General Crystal Space Discussion / Re: Things to Check Before You Post on: September 23, 2005, 11:52:20 pm
Another thing to check:
  • Do you have an older (or remnants of an older) version of CrystalSpace, cal3d or CEL installed somewhere?
36  Crystal Space Development / Support / Re: Compile Errors on: September 23, 2005, 07:13:10 am
Nope, just one renderer. But that wouldn't influence your sound engine choice.
37  Crystal Space Development / General Crystal Space Discussion / Things to Check Before You Post on: September 06, 2005, 04:02:50 am

Things to check before you post:
  • Did you set the CRYSTAL and CEL environment variables correctly? Can you `cd` into them? CRYSTAL and CEL need to be set when running external apps.
  • What version of Crystal Space / CEL are you using? CVS or stable? Bear in mind CVS usually has most problems licked and most bugs ironed out, but it does go through rough patches at times. Use the -D parameter to CVS to back up a day at a time if you're hitting some compile-time errors or are looking for more stable versions with the most recent bug fixes.
  • In Windows, did you install MingW first and then MSYS? Are you sure? MSYS has to know about MingW at install time.
  • Are you using GCC 4.0? It's crazy. Try backing up a version.
  • Last, but not least, have you read the documentation (at least up to the tutorials) and read thru some of the community articles? They're located at http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=Documentation and http://community.crystalspace3d.org/ , respectively. Give 'em a read. You'll be glad you did.
38  Crystal Space Development / Support / Re: Problems with Installation MinGW/MSYS Windows on: September 06, 2005, 03:30:02 am
Along the same lines - I've been running `make install` with different prefixes for a while now on Linux. One debug, one optimized and one bleeding edge CVS. That way the IDE just changes the CRYSTAL and CEL env. vars. and I can switch CS + CEL bases on the fly. Seems to work well thus far.
39  Crystal Space Projects / Project Discussion / Re: So you want to make a game? on: August 23, 2005, 06:53:55 am
Also a good article about producing independent game titles:
http://www.gamasutra.com/features/20050721/pfeifer_01.shtml
40  Crystal Space Projects / Project Discussion / Re: So you want to make a game? on: August 22, 2005, 09:16:33 pm
For me, the two best reads were:

Sloperama's game biz advice:
http://www.sloperama.com/advice.html

Also from Raven Software:
http://www2.ravensoft.com/getajob.htm
41  Crystal Space Development / Support / Re: is crystalcore snapshot exists? on: August 22, 2005, 07:23:08 pm
I don't believe snapshots exist since it's still in heavy development. To my knowledge, the best way to get it is via CVS, as detailed at http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=Crystal+Core+Running
42  Crystal Space Development / General Crystal Space Discussion / Re: Software Renderer Requirements on: August 22, 2005, 05:38:05 pm
Option #3, definitely. Go fullbright with everything, ditch lighting information. I use the software mode mostly for debugging, so this would be perfect.
43  Crystal Space Development / General Crystal Space Discussion / Re: Software Renderer... Still Needed? on: August 22, 2005, 05:36:15 pm
Agreed - I don't use it in any final builds but I use it extensively when developing. When doing code tweaks for things that are non-model related (i.e. camera angles and the like) I'll use the software renderer. Easy to use for multi-monitor support, sometimes exposes model glitches that are hard to see with hardware rendering, etc.

That said, multi-monitor hardware rendering is becoming more practical as driver support becomes more robust (thank you nvidia) and 3d rendering is becoming standard on even low-end laptops. Once Vista comes out everyone and their mom will have a GeForce 7800, which will make the software renderer even more moot.

Still, I think the software renderer has its place. Being able to run your CS app on five year old hardware is nice.

Now I'm arguing with myself. Nice.
44  Crystal Space Development / Game Content Creation / Re: Small problem exporting cal3d model from blender on: August 15, 2005, 03:26:23 pm
It does look like Blender's exporter changed between versions. The tutorial uses a later version... so you might want to use the separate python exporter... or downshift to 2.35. I'll probably update the tutorial accordingly.
45  Crystal Space Development / General Crystal Space Discussion / Re: a problem i've been having on: August 15, 2005, 03:12:04 pm
Do an ls - I'm pretty sure what you need to run is ./configure.sh
Pages: 1 2 [3] 4 5 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 4.157 seconds with 16 queries.