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Constant Motion/Progress

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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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