Questions about updating an old game & engine features
Posted: 01 Sep 2013, 12:54
Hi!
So when having a look at Spring's latest changes & features I came up with a couple of questions in regards of how to make a game compatible with the latest engine version and how to make the most out of the newly available features...
1.) .fbi vs .lua
I guess it would be a good idea to deprecate the old .fbi unit definitions and switch them to .lua definitions? Is .fbi totally abandoned or would it simply lack some features like the collision volume tags? When looking at BA and its .lua definitions I also noticed very long floating point numbers. So does a fbi -> lua conversion script of some kind exist that is responsible for those numbers?
2.) collision volumes
Does any new intel exist on this matter that didn't make it into the wiki yet? I'm especially talking about the performance issue in spherical vs box / cylindric. Did anyone observe sensible performance losses with the non-spherical type or did things indeed turn out to be negligible?
3.) s3o vs. Assimp
Do any real pros or cons exist here? I read about normal maps for models integrated via Assimp - is this also possible for s3o?
4.) pathfinder
Can anyone please sum up the current situation of heatmaps and the quadtree pathfinder? Is there anything a game developer can do to improve the results?
5.) mipmap levels
Just out of curiostiy: Does some control about the mipmapping levels exist? A certain disadvantage of the s3o models always was that the detail level went down too fast resulting in blurry looking units when zooming out. Has this issue been resolved / is there now some control of when OpenGL wants to switch to a lower level of (texture) detail?
6.) projectile fx for weapons
Is it now possible to use e.g. bitmaps as visual representation of a (projectile) weapon? What I mean is the idea of basically using something like THIS to be the visual representation of the particle which would be done as trees often are done by using two orthogonal planes with the bitmap (+ transparency) on them. The only way to do this when I last tried was to use CEGs. The problem here is that they only can get spawned every xxx seconds and thus provide only a stuttering but no fluent representation of the particle while flying around. Is there now some way to attach a bitmap to a particle which gets its position updated fluently?
So when having a look at Spring's latest changes & features I came up with a couple of questions in regards of how to make a game compatible with the latest engine version and how to make the most out of the newly available features...
1.) .fbi vs .lua
I guess it would be a good idea to deprecate the old .fbi unit definitions and switch them to .lua definitions? Is .fbi totally abandoned or would it simply lack some features like the collision volume tags? When looking at BA and its .lua definitions I also noticed very long floating point numbers. So does a fbi -> lua conversion script of some kind exist that is responsible for those numbers?
2.) collision volumes
Does any new intel exist on this matter that didn't make it into the wiki yet? I'm especially talking about the performance issue in spherical vs box / cylindric. Did anyone observe sensible performance losses with the non-spherical type or did things indeed turn out to be negligible?
3.) s3o vs. Assimp
Do any real pros or cons exist here? I read about normal maps for models integrated via Assimp - is this also possible for s3o?
4.) pathfinder
Can anyone please sum up the current situation of heatmaps and the quadtree pathfinder? Is there anything a game developer can do to improve the results?
5.) mipmap levels
Just out of curiostiy: Does some control about the mipmapping levels exist? A certain disadvantage of the s3o models always was that the detail level went down too fast resulting in blurry looking units when zooming out. Has this issue been resolved / is there now some control of when OpenGL wants to switch to a lower level of (texture) detail?
6.) projectile fx for weapons
Is it now possible to use e.g. bitmaps as visual representation of a (projectile) weapon? What I mean is the idea of basically using something like THIS to be the visual representation of the particle which would be done as trees often are done by using two orthogonal planes with the bitmap (+ transparency) on them. The only way to do this when I last tried was to use CEGs. The problem here is that they only can get spawned every xxx seconds and thus provide only a stuttering but no fluent representation of the particle while flying around. Is there now some way to attach a bitmap to a particle which gets its position updated fluently?