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Author Topic: Usage in a highly dynamic system  (Read 2257 times)
Mark Randall
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« on: September 01, 2006, 11:52:16 am »

Hello Everyone,

I am just starting my research of CrystalSpace for a reasonably large personal project, but after reading through the documents I am unsure if it would be suitable, I am hoping that someone in these forums would be able to answer my questions and set me on the right track.

I am looking to create a highly dynamic system, with possibly many thousand objects in scene at once and in such a way that the full layout is editable in-game; adding / deleting objects, changing their positions, rotations etc, this would include marker objects which would then be used as lighting sources - pre-mapping for light would be difficult if not impossible - would this completely destroy performance? Is such even possible?

In addition, other in-game structures would need to be made editable in 'real time', such as terrain and water - Does the CrystalSpace platform support such?

Finally, is it possible to bind a crystalspace view to a Win32 HWND to have it render just on that window? I have a requirement of making the 3D scene one central part of a larger GUI.

Regards,

Mark Randall
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Mark Randall
Active Worlds SDK Specialist
Mutinous 'I think we need our own platform' person for above
jorrit
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« Reply #1 on: September 01, 2006, 12:31:26 pm »

Crystal Space supports full realtime modification of anything. Of course it means that you can't use lightmapping so you have three options:

  • Don't use lighting: just paint everything fullbright. This is the easiest and fastest option but you'll get no lighting at all.
  • Use software dynamic lighting. This works on all hardware but it doesn't look very nice.
  • Use hardware dynamic lighting. Performance and quality of this depends a bit on hardware but you can make things look very nice indeed if you use shaders like parallax or others.

Greetings,
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Mark Randall
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« Reply #2 on: September 02, 2006, 06:05:59 pm »

Many thanks Jorrit
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Mark Randall
Active Worlds SDK Specialist
Mutinous 'I think we need our own platform' person for above
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