Plans for writing a new rts engine - Page 5

Plans for writing a new rts engine

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hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Has there been any concrete work done yet? Will it be able to graphically compete with dx10 ? I have not looked into it yet, but i assume it will be opengl as its crossplatform.

Can you give any timeframe in when we can expect the first feature demo videos or just a test version or something? 2 months? 6 ?
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Visit http://forum.osrts.info/index.php for all your needs.
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

Some quick answers:

1) some orientation
2) no, but what has DX10 to offer anyway?
3) OSG will be used as graphic renderer
4) no time frame available yet, and will not be for some months, I guess
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Well the only thing i have to say is that dx10 is HUGE if you consider what it will allow coders and game writers to do.

There are even speculations around that OGL will die away as a high-end graphics solution, since there is not (at least publically) any updates planned for it in the near future that would allow it to even remotely compete with dx10
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

OpenGL isn't going anywhere, don't forget that DirectX is a Windows-only solution, and there's more to computers than Windows.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

OGL gets you universal support - besides just the Unix-derived OS family. Since DX10 provides an OpenGL wrapper, and the PS3 gets you OpenGL support, OGL gets you more universal support beyond win32 and XBox.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »


Well the only thing i have to say is that dx10 is HUGE if you consider what it will allow coders and game writers to do.

There are even speculations around that OGL will die away as a high-end graphics solution, since there is not (at least publically) any updates planned for it in the near future that would allow it to even remotely compete with dx10
Search before you post, there are already opengl extensions out with features similar to dx10 (geometry shaders etc..), and the OpenGL maintainers are all still there.

http://developer.download.nvidia.com/op ... 0specs.pdf

For opensource, opengl is definitely the better choice because you can integrate the new extension features gradually. In D3D, you'd have to change the entire API handling again everytime you want to use newer features.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Jo, nice propritery extensions that will end of in spring running like shit in any GPU thats not in the main developers gamez-pc, just like it does now.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Same applies to using very specific Direct3D features.
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: Plans for writing a new rts engine

Post by clumsy_culhane »

wtf? talk about useless rez. What ever happened to orts tho..
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Re: Plans for writing a new rts engine

Post by Archangel of Death »

First reality. Then luarules. Both said fixing spring was better than starting from scratch.
Or something like that.
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BytesBR
Posts: 12
Joined: 20 Sep 2008, 19:04

Re: Plans for writing a new rts engine

Post by BytesBR »

Fix the problems with the Dual/Quad Core's, a multithreating is so best.
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: Plans for writing a new rts engine

Post by Tribulexrenamed »

Since the necro already happened, what was osrts? and where did it go? What happened?
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Plans for writing a new rts engine

Post by Crayfish »

viewtopic.php?f=1&t=12241

It died before getting anywhere.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Plans for writing a new rts engine

Post by REVENGE »

They had a wireframe PeeWee demo up for a while.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Plans for writing a new rts engine

Post by SwiftSpear »

OSRTS died because jelmer didn't have time to work on it full time. SM3 died for the same reason.
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