View topic - Plans for writing a new rts engine


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PostPosted: 14 Dec 2006, 20:14 

Joined: 01 Jan 2006, 19:47
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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PostPosted: 14 Dec 2006, 23:13 
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Joined: 15 May 2005, 03:26
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Visit http://forum.osrts.info/index.php for all your needs.
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PostPosted: 15 Dec 2006, 01:45 
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Joined: 14 Oct 2005, 11:09
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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
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PostPosted: 15 Dec 2006, 16:49 

Joined: 01 Jan 2006, 19:47
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
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PostPosted: 15 Dec 2006, 18:05 
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Joined: 22 Aug 2006, 15:19
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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PostPosted: 15 Dec 2006, 19:29 
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Joined: 23 Oct 2004, 00:43
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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PostPosted: 16 Dec 2006, 00:28 
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Joined: 05 Jun 2005, 18:13
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Quote:

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.
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PostPosted: 22 Dec 2006, 13:26 

Joined: 30 Jul 2005, 12:29
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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PostPosted: 23 Dec 2006, 14:47 
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Joined: 05 Jun 2005, 18:13
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Same applies to using very specific Direct3D features.
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PostPosted: 29 Sep 2008, 09:00 
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Joined: 30 Jul 2007, 09:27
Location: Melbourne, Australia
wtf? talk about useless rez. What ever happened to orts tho..
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PostPosted: 29 Sep 2008, 17:52 

Joined: 28 Jan 2005, 18:15
Location: Cockpit of a Dire Wolf.
First reality. Then luarules. Both said fixing spring was better than starting from scratch.
Or something like that.
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PostPosted: 30 Sep 2008, 19:14 
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Joined: 20 Sep 2008, 18:04
Fix the problems with the Dual/Quad Core's, a multithreating is so best.
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PostPosted: 05 Oct 2008, 00:42 
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Joined: 22 Apr 2008, 18:06
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Since the necro already happened, what was osrts? and where did it go? What happened?
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PostPosted: 05 Oct 2008, 23:32 
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Joined: 12 Feb 2008, 12:39
viewtopic.php?f=1&t=12241

It died before getting anywhere.
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PostPosted: 10 Nov 2008, 02:34 
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Joined: 24 Aug 2006, 05:13
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They had a wireframe PeeWee demo up for a while.
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PostPosted: 23 Nov 2008, 19:43 
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Joined: 12 Aug 2005, 08:29
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OSRTS died because jelmer didn't have time to work on it full time. SM3 died for the same reason.
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