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Post by GH Games on Oct 4, 2017 12:47:15 GMT
NicusorN5 , just saying, but this project is fairly early in development with no real Engine functionality yet... perhaps switching to/learning DirectX or OpenGL would be an option? Thinking long term, indiedev is right, Dx9 won't be supported eventaully so making a game engine on it might not be the best way to go... just a thought, it's your Project. However if it were me I'd switch. Actually if it was me I would of just started with DirectX lol. Also, the Script is coming along nicely, I'm currently working on the Error checking which is all runtime, no "Check Script" button. I will release Screenshots of everything soon.
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Post by GH Games on Oct 4, 2017 17:29:45 GMT
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Post by TinSoldier on Oct 5, 2017 1:51:33 GMT
I'm thinking you guys missed something, i got the feeling indiedev was saying not to use DX, be it v9 or 12 as it will likely be replaced with something like OpenGL that seems to be gaining traction at some point in the future.
Also isnt OpenGL more cross compatible than DX.
Even flash is beginning to be phased out by adobe.
Correct me if i'm wrong..
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Post by indiedev on Oct 5, 2017 9:58:57 GMT
i meant flaky hardware/software support in future for dx9 only, just like some dx7/8 games refuse to run on last 4 generations of GFX cards.
i doubt microsoft owned dx11/12 will be replaced by open sourced openGL.
i think dx9 will be around for a while yet, but maybe not forever.
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Post by NicusorN5 on Oct 5, 2017 15:39:41 GMT
OpenGL does not work with older video cards (my experience). I want 3DRadSpace to be compatible with every computer. I might move to Monogame, it's based on XNA  .
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Post by GH Games on Oct 5, 2017 18:17:06 GMT
Okay... Will the Script Object I'm making still be used?
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Post by GH Games on Oct 7, 2017 12:10:29 GMT
I'm going to take a guess and say you don't know NicusorN5?  I will stop making it until your 100% certain, no point me putting the time into it if it isn't going to be used.
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Post by indiedev on Oct 8, 2017 12:14:38 GMT
if making a game engine, may i suggest you use either dx12 or openGL 4.6, or whatever the latest version is, that way obsolescence is delayed, since by the time the engine is a full release it will still be relevant. OpenGL does not work with older video cards (my experience). I want 3DRadSpace to be compatible with every computer. my experience is that old openGL games are more compatible than old directX games, so 'every computer' is subjective.
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Post by NicusorN5 on Oct 8, 2017 17:12:51 GMT
Okay... Will the Script Object I'm making still be used? You can actually copy the .c files, and reuse them for the Monogame 3DRadSpace project.
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Post by GH Games on Oct 9, 2017 8:37:29 GMT
"You can actually copy the .c files, and reuse them for the Monogame 3DRadSpace project." - I'm not even sure what this means, DLL's don't come with .cs files (on final output). If you mean the Project files there's no need for that.
The DLL is built in XNA but that was so I could use the Camera, RigidBody Objects etc from the RadSpace Engine. The DLL will still work the way it would if the XNA project was still happening, it's just the same as a regular C# Library as far as I can tell.
All you need to do is add the DLL as a reference and call it. Correct me if I have misunderstodd what you were saying.
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Post by indiedev on Oct 9, 2017 16:17:11 GMT
what 'older video cards' do you mean nic? -i never had issues with OpenGL since my 1st TNT2 card in 2000, and i doubt many of them are still even used.
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Post by Deleted on Oct 9, 2017 21:06:03 GMT
Monogame will work in DX11 mode if you guys want to use it, however the engine's requirements calls for at least pixel shader 3.0 (even on OpenGL).
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Post by GH Games on Oct 10, 2017 8:19:43 GMT
"Early 2012 saw the addition of the DirectX 11 backend and support for Windows 8 providing the first and currently only way to port XNA games to the Windows Store." - Quoted from www.monogame.net/about/XNA with DX11... that's a very nice and significant improvement from DX9. NicusorN5 if this is what your going to use for this Engine I'd support that.
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Post by Deleted on Oct 10, 2017 11:11:08 GMT
"Early 2012 saw the addition of the DirectX 11 backend and support for Windows 8 providing the first and currently only way to port XNA games to the Windows Store." - Quoted from www.monogame.net/about/XNA with DX11... that's a very nice and significant improvement from DX9. NicusorN5 if this is what your going to use for this Engine I'd support that. If I had the programming experience and the choice between xna or mono, it'd be mono without a doubt. They're even looking to get DX12 and vulkan (new OpenGL) working as well
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Post by NicusorN5 on Oct 10, 2017 13:34:46 GMT
what 'older video cards' do you mean nic? -i never had issues with OpenGL since my 1st TNT2 card in 2000, and i doubt many of them are still even used. I had a Nvidia graphics cars with 256 MB of memory. 3D Rad v7.22 was not working with it. One of my school friends had a AMD card that hates OpenGL. "Early 2012 saw the addition of the DirectX 11 backend and support for Windows 8 providing the first and currently only way to port XNA games to the Windows Store." - Quoted from www.monogame.net/about/XNA with DX11... that's a very nice and significant improvement from DX9. NicusorN5 if this is what your going to use for this Engine I'd support that. Yeah, I will use Monogame for sure. Because of the Framework requirements ( 4.5 ) , 3DRadSpace will not work on Windows XP. "You can actually copy the .c files, and reuse them for the Monogame 3DRadSpace project." - I'm not even sure what this means, DLL's don't come with .cs files (on final output). If you mean the Project files there's no need for that. The DLL is built in XNA but that was so I could use the Camera, RigidBody Objects etc from the RadSpace Engine. The DLL will still work the way it would if the XNA project was still happening, it's just the same as a regular C# Library as far as I can tell. All you need to do is add the DLL as a reference and call it. Correct me if I have misunderstodd what you were saying. I will still need to view and edit the DLL code, so that's why I need the .cs files. Not really, but in the future updates, I might change the interface to a more modern one (only one window, like in 3DRad). Nope, I can't draw System.Windows.Forms components over the window. It will use a secondary window just like the XNA project  . is 3d rad space going to have updated future graphics like unity or maybe even unreal engine 4? Yeah, If we can code the shaders (everyone hates coding shaders  )
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Post by GH Games on Oct 10, 2017 13:48:13 GMT
"I will still need to view and edit the DLL code, so that's why I need the .cs files." - I offered to make the Script Object so you wouldn't have to. If anything needs editing it will need to be updated, I'm not comfortable with you directly editing my code. Sorry bro.
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Post by TinSoldier on Oct 11, 2017 0:43:31 GMT
As too the graphics card not working with 3drad v7.22.. is it the graphics card driver and the windows version in use..
I say this cause my graphics card worked fine with win7 pro, then i updated to win10, the card still worked fine, then 2 win10 updates later it stop working and was giving me a BSOD and rebooting my computer 5 minutes after bootup, this was happening daily.
It all got fixed 2 months after i removed the video card, and found out nvidia put out a win10 driver.. which the lack of was the source of the BSOD's..
Apparently win10 didn't like the win7 driver...
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Post by GH Games on Oct 11, 2017 8:17:34 GMT
Man that sucks, BSOD's are the worst. I'm really suprised there seem to be so many issues with Win 10. There is one PC in my home with it on and I hate using it. The UI sometimes goes out of the bounds of the Screen (don't know if this is Windows 10 related but it didn't happen when Win 7 was installed).
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Post by indiedev on Oct 11, 2017 11:42:06 GMT
I had a Nvidia graphics cars with 256 MB of memory. 3D Rad v7.22 was not working with it. One of my school friends had a AMD card that hates OpenGL. any card less than 512mb is considered a dinosaur these days, and basing your opinion on 2 experiences is not a very wide range for a game engine - you will need to test on many more than that before even thinking about public release, hence why you should start off as a free engine, so your users can test for you [for free, when pro engines actually pay testers]
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Post by kulu on Oct 11, 2017 11:45:06 GMT
Hi . sorry to disturb your conversation . could you include a feature that lets you duplicate a group (skinmesh, rigid bodies, scripts , and relationships with other objects) . so the new group has the same properties as the first group , including the scripts and relationships . This would help the developer a lot, because he wouldnt have to reconnect all the relationships and scripts . i dont know if there is a way to do this already , but I kinda get demotivated , when i create an enemy character , and have to repeat the process for every other enemy character.
Just a suggestion, if it is possible. I think it will speed up development time as you will only have to get the mechanics and relationships right on the first enemy character and then just duplicate that character in other spots of the level.
still looking forward to the release of the new engine.
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