How about you guys come up with your own file format, and you have one or two months to make a level/model editor to use for your entry.
Also the reason the Q3 and Unreal engines were worth so much is because they are modifiable. If they weren''t, no one would buy them to use in a game. I think thats the reason why they are so popular is because they can be easily modified.
I think writing a level editor is asking too much really!!
The whole point of this exercise is to compare engine technology and techniques rather than to write a new commercial engine. Everyone should use the same test data.
Is there a version of ''the hedgehog song'' in .ogg format?!
I like the idea of making our own format for the models. Since I work essentially in MAX, it would be derived from that, but simple data I think... maybe a set of vertices, a set of faces, weights and bones, and some premade animations. what do ppl think?
I think the timing will be quite important. I''d love to see this open to as many of us as possible, and I''d also love to see some really good quality stuff, so I want everyone to have a decent prep time, then two weeks of absolute coding blitz!
I was also thinking a requirement may be to have a 200 word (or thereabouts) explanation of your engine, for the betterment of all coder-kind... yes? no?
How''s july for everyone? It suit''s Australian school/uni... how about the northern hemisphere?
_________________________________ I used to be indecisive. Now I''m not so sure...
_________________________________I used to be indecisive. Now I'm not so sure...
the 3d file format should be in one that is EASY to use like .x or dxf...something WELL documented...hope this actually happens because I would like to try out my skills
----------------------------------------------------------- "If I wanted to hear the pitter patter of little feet I would put shoes on my cat"
-----------------------------------------------------------"People who usualy use the word pedantic usualy are pedantic!"-me
..erm, plain old poly data for map files? Beating the DOOM 3 engine? Theres gonna be thousands of polys, and what about curves? If you''re expecting to write a BSP/Octree/PVS compiler and the people downloading the engines want to wait a day while their PC processes raw poly data, then fine.
well, you could make the entire world with bezier patches (my engine does, but it doesn''t work worth crap, for other reasons). Patches are rather easy to work with once you get used to them. Limit the world to a file filled with lines of 16 digits... bicubic bezier patches sound like enough for everyone?
This is a good idea but it has to be fair. I don’t really know how it can be made fair for everyone. Don’t get me wrong I am not opposed to the idea, but there are a lot of people that frequent this board that are already developing 3D engines. So there will be probably an equally large amount of people that are not and will therefor be playing catch up to the people that have a good head start. The reason that the OpenGL challenges work is because, the demos that people submit are that demos and only take a week to develop so there is a level playing field for everyone.
I Do really like this idea and if it does come off I will try very hard to submit an OpenGL engine (Which is coming along nicely) and my software engine (Which is coming along nicely, Must spend some more time on that one!)
For the 3D Graphics Engine challenge, I would say that it would be fair to use,
Sound – Wav Models – MD3 Level - Raw Polygon Data with Material Data (so we all can do what ever we want)