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Written by Administrator
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Sunday, 28 January 2007 |
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We finally get over this important step. The networking module has been successfuly added to the client that now can connect to the server. Since the InGame part is under design process, I updated the code to use the new release of Ogre (The Graphic Engine we are using) that is 1.2.5 where several bug fixing has occured and CEGUI to release 0.5. Several things of Login process have been finished on the client side such as GUI for logging in, creating an account, choosing a character and I'm refactoring minor things in Editor's GUI to achieve a better managment of it. |
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Written by Rain
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Thursday, 18 January 2007 |
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Well, well, well!!! Editor is structurally complete, and it seems to work fine even if we haven't done yet a large ammount of tests. Now we are dedicating lesser and lesser time to the editor (just a minimal bug fixing and minor features improvement) and we started InGame Design. After the experience of having realized the Editor we are rethinking to several aspects of the visualization problem trying to reach a better result for the InGame part of the work. If on one hand we are spending time redoing things, on the other hand there are aspects of our software that are not changing from Editor. This make us confident not to push forward our Easter deadline for a minimal requirement InGame delvelopement. I will also take advantage of this days in which we are designing and prototypezing the client to edit newer graphical things to show new potentiality of the Editor at this point of the development process. Stay tuned!!! |
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Written by Alberto Pavesi
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Monday, 08 January 2007 |
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Editor mode took me longer than planed to be completed, since several things needed a deeper investigation to be well implemented. After almost one month spent in learning shading language I feel a little bit proud of my (small) results. Water shader is completly coded by me, while I only modify the well known parallax shader, adding special supports, such as ambient light. For what is concerning with grass shader I haven't found yet one convincing me. The grass system you might have seen in the screenshot section is too heavy at the moment, and would need also a finer definition in terms of number of layers that is even heavier than now. In this moment I'm completing support for parallax shader to every element in the seen, since we want to let people to use whichever material on whichever object. I'm cleaning the code, and I'm adding small minor things. A couple of things in the roadmap have been deferred to next releases, so we think to get at the end of this step in a few days. |
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