Search found 95 matches
- 2012-12-31, 04:26
- Forum: Website, Forum and Wiki
- Topic: Downloadable documentation suggestion
- Replies: 10
- Views: 26751
Re: Downloadable documentation suggestion
Realtime global illumination is, in general, still a big problem -- but it would certainly be worthwhile opening an own ticket for it, even though its a bit abstract topic. Working code is probably a while away, but also see http://gameware.autodesk.com/beast, and of course we could revive the mate...
- 2012-12-29, 00:02
- Forum: Website, Forum and Wiki
- Topic: Downloadable documentation suggestion
- Replies: 10
- Views: 26751
Re: Downloadable documentation suggestion
Well I was thinking of a general list of papers used directly or indirectly for Cafu, a list of stuff available free online and a more conventional cite list for those who want to go out acquiring things like books. It could just be a forum sticky where you and the rest of us share information found...
- 2012-12-28, 03:19
- Forum: Website, Forum and Wiki
- Topic: Downloadable documentation suggestion
- Replies: 10
- Views: 26751
Re: Downloadable documentation suggestion
Offline documentation would be really nice since there's readers which support bookmarking, highlighting, taking notes. There's quite a bit of free software which can generate PDF and epub and they're convertible either way, although people are more familiar with pdf. Although it'll have to be an au...
- 2012-11-04, 09:11
- Forum: Cafu Engine Support and Discussion
- Topic: Irrlicht with Cafu?
- Replies: 4
- Views: 6053
Re: Irrlicht with Cafu?
Well, ripping out Cafu's renderer and replacing it with Irrlicht is possible, but it'd be a lot of work, at least after going through all that you'd have a full blown engine with mapper with a modern renderer.
- 2012-10-17, 18:51
- Forum: Coding and Scripting
- Topic: Forward + Strafe Keys = Doubled Movement Speed
- Replies: 2
- Views: 16069
Re: Forward + Strafe Keys = Doubled Movement Speed
There's a condition missing, when you press forward you move at 1x, and when you press strafe you move at 1x sideways, which combined is 1.4x diagonally. A little func which decreases movement speed when you press two keys to move diagonally would solve that. I forgot how to mod the original movemen...
- 2012-10-15, 20:46
- Forum: News and Announcements
- Topic: Migrating Cafu to distributed version control – Part 1
- Replies: 4
- Views: 26719
Re: Migrating Cafu to distributed version control – Part 1
Mercurial or Git, either way it's a good change, they're both better than SVN and very popular.
Perhaps Git could be the official and a community-run Mercurial mirror.
Git has pretty extensive web support and Mercurial can import Git projects so it works out.
Perhaps Git could be the official and a community-run Mercurial mirror.
Git has pretty extensive web support and Mercurial can import Git projects so it works out.
- 2012-10-08, 19:42
- Forum: Coding and Scripting
- Topic: OpenGL 3 port
- Replies: 11
- Views: 27178
Re: OpenGL 3 port
Well when it comes to using an octree for optimization, yes, but beyond that it's rather conventional raytracing(highly optimized) for lighting only and raster to draw the lit scene. Instead of a regular raytracer which casts from the screen and looks for lights(and of there's something in the way i...
- 2012-10-08, 00:51
- Forum: Coding and Scripting
- Topic: OpenGL 3 port
- Replies: 11
- Views: 27178
Re: OpenGL 3 port
Thomas has stopped working on OpenGL 3 for Cafu(Cafu needs some reworking for it, handling geometry), he's currently researching new rendering methods, getting OpenGL and OpenCL to do realtime raytracing and raster mixed together. If successful he'll have sample code for Cafu which you can integrate...
- 2012-09-20, 06:05
- Forum: Coding and Scripting
- Topic: Moving "down" from the bottom of the Z plane to 0x,0y,0z.
- Replies: 5
- Views: 17765
Re: Moving "down" from the bottom of the Z plane to 0x,0y,0z
Vehicles AND spherical world support in Cafu... would be one hell of a cool demo.
- 2012-08-31, 19:48
- Forum: Cafu Engine Support and Discussion
- Topic: How much are we talking for a commercial licence?
- Replies: 3
- Views: 6129
Re: How much are we talking for a commercial licence?
Carsten does 1-time fee or commission, and you could make an OSS game since Cafu is GPL'd.
You'll get a lot of support from him and with full source access anything is possible.
You'll get a lot of support from him and with full source access anything is possible.
- 2012-08-30, 22:44
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Problem with texture & model
- Replies: 2
- Views: 15639
Re: Problem with texture & model
You should use power of two sized textures, 1/2/4/8/16/32/64/128/256/512/1024/2048/4096
- 2012-08-30, 22:05
- Forum: Editing and Mapping with CaWE
- Topic: Model not placed ingame but drawn correctly in editor
- Replies: 8
- Views: 23184
Re: Model not placed ingame but drawn correctly in editor
Well the deathmatch folder is essentially the root directory for game assets, it's where cafu looks for all of the assets; GUI, texture, sound, models, animations... the editor isn't too picky. If you wanted to make a game with the root folder named after your game, you'll have to find all of the in...
- 2012-08-30, 21:08
- Forum: Editing and Mapping with CaWE
- Topic: Model not placed ingame but drawn correctly in editor
- Replies: 8
- Views: 23184
Re: Model not placed ingame but drawn correctly in editor
I'm not at home so I can't show an example of a model I imported, but if the config's directory is wrong, or the assets in the wrong place, you'll get that error cone. If the texture was a problem you'd get blue checkerboard on the model. Making collision meshes is easy, you just have to make a mesh...
- 2012-08-30, 20:00
- Forum: Editing and Mapping with CaWE
- Topic: Model not placed ingame but drawn correctly in editor
- Replies: 8
- Views: 23184
Re: Model not placed ingame but drawn correctly in editor
Well if it shows up in CaWE but not in Cafu, I'm guessing the directory is set wrong.
A nice thing about CaWE is making collision meshes for things right in the editor so you have col meshes matched to the world coords.
A nice thing about CaWE is making collision meshes for things right in the editor so you have col meshes matched to the world coords.
- 2012-08-30, 01:22
- Forum: Coding and Scripting
- Topic: dynamic map generation
- Replies: 10
- Views: 25770
Re: dynamic map generation
Cafu already supports "elevators" partially... you could mod that into teleporting entire chunks of map in the form of ent groups around the place to rearrange the world. Teleporting would also be useful because you can make the world seem infinite... until people bumped into each other, that would ...