Yeah, that's why I said we will wait until much later on before we decide on exact model formats, so we can get a balance between performance and player count.Mattz said:Looks pretty sweet, Though with the MD2 model system, how many models can you get on screen before we see a framerate hit? And from what you said, I assume that this model is near the 800 mark?
Personally I would prefer higher detailed models, but if it is going to slow the game down when we have many players on a map then it will just have to stay with the current format.
Also, I'm glad that you are using BSP, hopefully we will see some ports of old CS 1.5/1.6 maps![]()
I've taken that into account and have had the OpenGL ES 2.0 header handy, making sure I'm not using anything that isn't in it, so far so good.CC_machine said:the Pandora is capable of OpenGL ES, not full OpenGL. any possibility you could set up an ES dev environment? there aren't too many differences but it'll certainly take some amount of time to port your game form GL to GL ES.
Yeah, I'm just sorting out instancing right now. I can put up another video with different frames, but I'm working on rendering MD3 models.zacaj said:Are all the models running the same frames of animation? Because if they are, thats no a very good representative of actual speed... They should all be on different frames of different animations.
It's down to the way MD2 stores vertex data, it just isn't very accurate. I'm working on implementing MD3 models right now.lulzfish said:And can you explain in a few sentences why md2 loses animation quality as you add polygons? I would think those would be totally separate.
Wow, yeah, that's a resource I will definitely call upon in the near future. Cheers.viridior said:Hey, I'm excited about the project and I think that you may have something here. Don't let the any negative comments get you down, I've notice people tend to be fairly un-assuring and assume the worst until proven otherwise (and there is some merit to it).
I'm one of the gentoo.pandora.devs and I would be happy to run some benchmark tests in our environment once we have the right tools installed. We want to incorporate as many of these community/homebrew projects as we can and I will be happy to make an .ebuild and compile it when it is possible. I currently have a beagleboard B7 on my desk (128MB ram variant) and it should be able to give you a rough idea of what to expect when the official pandora platform is released.
Respectfully,
Viridior
Butterman said:That reminds me, I'm going to need some beta testers,.
Are you gonna make the beta public or pick a few people and give them the beta?
Username said:By beta testers, I meant people who I can call on during development to help test X/Y feature online (pre-alpha testers? :huhButterman said:That reminds me, I'm going to need some beta testers,.
Are you gonna make the beta public or pick a few people and give them the beta?. There won't really be a beta, I will be releasing binaries all the time through development.
That leads me on to something else, I will be keeping source closed, down to the fact that this is a multiplayer game. That said, if anybody wants to request portions of code, to help with what they're doing, or steal if they want, I will be happy to deliver.