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2-17-2010


Josh

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I dabbled in a lot of little things recently, like GUI code and networking, just to make sure things would work the way I want in the long run. The lighting optimizations weren't planned to come out yet, but were moved to the front due to one user who is finishing up a commercial game. I've also been helping Pure3D a little bit, but I can't say anything about that right now. Of course, our website is still in progress, and that will hopefully come together by the end of the month.

 

We'll have some cool stuff for you guys at the GDC. If you happen to be going, speak up now!

 

There are two big things I want to complete in the next two months. They are:

 

  • Art pipeline enhancements. The plan is to have a model viewer and editor integrated into the main editor. There's lots of little things like normals, binormal/tangents, physics, and the mesh hierarchy that can be difficult to export properly. This tool will give the user more control over their assets, and make it easier to import content from a variety of sources.
     
  • Vegetation system improvements. Some parts of the vegetation rendering routines will be rewritten for better speed with large numbers of layers. I'll also add collision, while I am in there.

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nice to see all of these thing happening.

 

@ Josh, How is the new model, physics, material editor going to effect the current models, mat files, phy files etc?

I didn't wright any new stuff for the user guide about the current material editor and modelviewer but I am writing how mat, gmf, phy and shader files work and need to be used. For example: Are mat files going to be different when using the new editor?

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Yeah, thanks for the advanced communication; it is nice to know what's in the pipeline. Good news on both items. Would be really nice to see some improvement on the texture layer limit in the next bout of development though if possible.

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Josh, How is the new model, physics, material editor going to effect the current models, mat files, phy files etc?

It won't.

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