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Re: OpenGL

Postby PXYC » Sat Mar 31, 2012 1:25 pm

USABxBOOYO wrote:I personally think OpenGL's graphics are far superior to the current VOXLAP graphics.

Yes, I really do like them, but for the other people that don't...*ehem*TheOperator*ehem* that it would be nice for it to be toggled. I think it'll make SIMOX mods look even better :O
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Re: OpenGL

Postby Space101 » Sat Mar 31, 2012 1:36 pm

The only thing I'm worried about is the fog, It looks terrible :/
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Re: OpenGL

Postby gamax92 » Sun Apr 01, 2012 12:31 am

The OpenGL client looks nice!
Also, due to the fact that its being written in OpenGL, I believe it should be easier to port to Linux/OSX
It would be cool if you could change Configurations ingame.

My concerns are:
Rendering the Players and Weapons in full 3D might cause more lagging, a toggle should be added for this.
The lighting which I saw on the people during the fly around might also cause lagging, a toggle should be added for this.
The way objects just fade away bothers me as it is easier to detect griefers/griefing when you see an object break and fall to the ground instead of fading.
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Re: OpenGL

Postby Sniper101 » Sun Apr 01, 2012 3:31 pm

PXYC wrote:
USABxBOOYO wrote:I personally think OpenGL's graphics are far superior to the current VOXLAP graphics.

Yes, I really do like them, but for the other people that don't...*ehem*TheOperator*ehem* that it would be nice for it to be toggled. I think it'll make SIMOX mods look even better :O


That is just mean to Ken Silverman.
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Re: OpenGL

Postby skully172 » Wed Apr 11, 2012 6:19 pm

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Re: OpenGL

Postby Articsledder » Fri Apr 13, 2012 8:08 pm

Meh, I still don't like how the entities such as players and weapons are blocky. Also, the lighting just seems too bright.
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Re: OpenGL

Postby Sniper101 » Sat Apr 14, 2012 1:07 am

Will OpenGL AOS be as easy to mod as the current one?
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Re: OpenGL

Postby DoomSplitter » Sat Apr 14, 2012 1:10 am

It shouldn't be any different, it's only a change to the render, right?
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Re: OpenGL

Postby Fluttershy » Sat Apr 14, 2012 1:11 am

Sniper101 wrote:Will OpenGL AOS be as easy to mod as the current one?


Pretty sure its the exact same.
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Re: OpenGL

Postby Paratrooper » Sat Apr 14, 2012 1:11 am

Don't be too butthurt. It's not done yet.
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Re: OpenGL

Postby Qw3rtz » Sat Apr 14, 2012 9:15 am

Well i have to say it's already looks better. And it's not even done.
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Re: OpenGL

Postby Celt » Wed Apr 18, 2012 11:43 pm

Will this be optional? Or will I have to deal with it? I personally prefer the softer VOXLAP engine. The voxels are less pronounced, and though I enjoy the voxels I don't like the hard edges of the OpenGL stuff, especially where it contrasts with the good lighting effects and all.
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Re: OpenGL

Postby Putin » Thu Apr 19, 2012 12:50 am

Celt wrote:Will this be optional? Or will I have to deal with it? I personally prefer the softer VOXLAP engine. The voxels are less pronounced, and though I enjoy the voxels I don't like the hard edges of the OpenGL stuff, especially where it contrasts with the good lighting effects and all.

I would say ... Deal with it Fa**t.
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Re: OpenGL

Postby GreaseMonkey » Thu Apr 19, 2012 10:22 am

This is the part of the thread where I make a big wall of text and you are going to read it if you wish to post your opinion. None of this "tl;dr" crap, OK? "tl;dr" is for people who wish to remain completely stupid and not learn anything.

The current engine is based on Ken Silverman's VOXLAP engine. Unfortunately, since said engine is by Ken Silverman, there are two nasty issues here.
  • The engine will not compile on anything other than the compiler he's using without butchering the utter crap out of it - in this case, MSVC++. This makes it nigh impossible to port to anything that isn't Windows.
  • Ken Silverman loves assembler. Ben Aksoy, on the other hand, hates it (I think). Assembler has the advantage of being fast, at the cost of being extremely difficult for the average BSc to maintain, essentially being a black box. On top of this, assembler limits one to a single CPU architecture; in this case, 32-bit x86. (64-bit x86 OSes can run this in 32-bit compatibility mode, but they cannot take advantage of 64-bit code with this.)
There are also benefits to the OpenGL client.
  • OpenGL is hardware accelerated. VOXLAP, while using rather fast CPU code, is essentially tied down to the fact that CPUs just aren't good at 3D rendering (which should explain why all the cubes are of a solid colour).
  • Making a renderer in OpenGL is easier than modifying VOXLAP. (Heck, maybe even if you use OpenGL 3. But nothing by Intel supports that.)
  • From my understanding, it's a mix of C and Python (maybe even C++, but I'm not going to be the one porting it to not-Windows). Not only is this easy to code in (well Python at least), but the use of Python should open it up to some interesting modding opportunities (read: custom guns that are more than just a gfx/sfx swap)
  • Unlike VOXLAP, OpenGL is likely to get better as the years go by.
So, for those of you who didn't read anything I just said, read it you lazy kid. You might learn something.

Anyhow, in short: This is not merely a graphical improvement.

This will not be a togglable option, much like that bloody slow font renderer, but unlike that font renderer I personally believe this will be an improvement for most.

-

"The lighting which I saw on the people during the fly around might also cause lagging, a toggle should be added for this."

I think this is due to me giving mat^2 a few shaders from my untouched-for-a-few-months-now-and-not-exactly-working AoS clone.

If that's the case, then there's two things to note. One, it should be easy to turn off, although for gameplay reasons it might not be disablable. And two, it's not based on any proper scene lighting; it just uses two "lights", one from the player and one from a given direction.

mat^2, you might want to give the official word on this one.
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Re: OpenGL

Postby benthehero2010 » Thu Aug 23, 2012 4:02 pm

OpenGL Are Blockland Graphics And I Like Them
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