All right so here's what we have, as of today, for the Raindrop engine:
rendering pipeline ---- ~70% complete
data-driven Bkd-tree clustering ---- next on to-do list
MPI task scheduling ---- ~80% complete
python interface ---- ~60% complete
interface to Blender 2.5.2 for team level compositing --- ~20% complete
custom physics ---- not really started
procedural animation system ---- 90% complete
integrated/distributed game application framework ---- ~50% complete
engine as a whole: ~47% complete.
now do you see why we're making you be a little patient? some more stats:
last time i went into source sdk: months ago
hours recorded as spent in source sdk refining shader and animation/AI code: 241.8
months it took to get said code to work: 2
price of a commercial license to Source: thousands of dollars
raindrop's current production budget: 0.00 USD
chances our animation system might just work on Source: 0%.
percentage of our gameplay which depends inevitably on procedural animation: 100%
cool features included in Ogre: soft shadows, SSGI, compositor and material scripting, runtime shader generation, user-controlled animation, dynamic on-the-fly resource loading, object-oriented design, years of community contribution and development, 100% portability incl. iphone
cool features which will be included in our extensions to Ogre: Realtime global illumination, distributed object sharing and computation via MPI/sockets, dynamic distributable loading of massive, expedient 11-dimensional data structures, tons of compositor effects
cool features in Source: static lightmapping, vertex lighting (with restrictions), 6-year old rigid body physics, taking forever to compile stuff, Hammer 4
cool features in Bullet: multiplatform support incl. ps3, broadphase, simd/gpu acceleration, soft bodies
cool features in our extensions to Bullet: artist-customizeable SPH fluids via glsl/metasurface blitting and vertex displacement shaders, integration with procedural logic-driven animation, simulated audio and sound propagation effects
cool features in havok 2: shitty hitboxes, rigid body dynamics =0.
likelihood our FOSS licensing will allow massive improvements in this featureset the likes of which we can't predict: much greater than 0%
cheers!All right so here's what we have, as of today, for the Raindrop engine:
rendering pipeline ---- ~70% complete
data-driven Bkd-tree clustering ---- next on to-do list
MPI task scheduling ---- ~80% complete
python interface ---- ~60% complete
interface to Blender 2.5.2 for team level compositing --- ~20% complete
custom physics ---- not really started
procedural animation system ---- 90% complete
integrated/distributed game application framework ---- ~50% complete
engine as a whole: ~47% complete.
now do you see why we're making you be a little patient? some more stats:
last time i went into source sdk: months ago
hours recorded as spent in source sdk refining shader and animation/AI code: 241.8
months it took to get said code to work: 2
price of a commercial license to Source: thousands of dollars
raindrop's current production budget: 0.00 USD
chances our animation system might just work on Source: 0%.
percentage of our gameplay which depends inevitably on procedural animation: 100%
cool features included in Ogre: soft shadows, SSGI, compositor and material scripting, runtime shader generation, user-controlled animation, dynamic on-the-fly resource loading, object-oriented design, years of community contribution and development, 100% portability incl. iphone
cool features which will be included in our extensions to Ogre: Realtime global illumination, distributed object sharing and computation via MPI/sockets, dynamic distributable loading of massive, expedient 11-dimensional data structures, tons of compositor effects
cool features in Source: static lightmapping, vertex lighting (with restrictions), 6-year old rigid body physics, taking forever to compile stuff, Hammer 4
cool features in Bullet: multiplatform support incl. ps3, broadphase, simd/gpu acceleration, soft bodies
cool features in our extensions to Bullet: artist-customizeable SPH fluids via glsl/metasurface blitting and vertex displacement shaders, integration with procedural logic-driven animation, simulated audio and sound propagation effects
cool features in havok 2: shitty hitboxes, rigid body dynamics =0.
likelihood our FOSS licensing will allow massive improvements in this featureset the likes of which we can't predict: much greater than 0%
cheers!
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