Comments on first try

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psi29a
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Re: Comments on first try

Post by psi29a » 05 Feb 2020, 09:04

It's a question of people able and willing to do the work. Not many people have stepped up to work on OpenMW. It was a one-man show for many years. Then there was super human scrawl who carried the project for awhile, but also burned out when people came to expect that that is 'normal' and that he should continue at that rate.

So if you and others could help drum people interested and able to help the project along, then OpenMW can have these nice things. :D

mikeprichard
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Re: Comments on first try

Post by mikeprichard » 05 Feb 2020, 11:48

OK - thanks for the info!

Time4Tea
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Re: Comments on first try

Post by Time4Tea » 05 Feb 2020, 23:26

psi29a wrote:
05 Feb 2020, 09:04
It's a question of people able and willing to do the work. Not many people have stepped up to work on OpenMW. It was a one-man show for many years. Then there was super human scrawl who carried the project for awhile, but also burned out when people came to expect that that is 'normal' and that he should continue at that rate.

So if you and others could help drum people interested and able to help the project along, then OpenMW can have these nice things. :D
I find that surprising. It seems like it would be a great project to work on, for anyone who is interested in gaining experience of 3D game engine development (and I get the impression there are plenty of people who are interested in breaking into the video game industry). Also, it would be a great base for anyone that is looking to develop an original open-source 3D game. So, it seems like it should be an important project for open source gaming in general.

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AnyOldName3
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Re: Comments on first try

Post by AnyOldName3 » 06 Feb 2020, 00:35

Game engine programming is hard. The vast majority of game developers buy in an engine and either don't touch it or just make minor tweaks. There aren't unlimited engine programmers available.
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Time4Tea
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Re: Comments on first try

Post by Time4Tea » 06 Feb 2020, 15:48

AnyOldName3 wrote:
06 Feb 2020, 00:35
Game engine programming is hard. The vast majority of game developers buy in an engine and either don't touch it or just make minor tweaks. There aren't unlimited engine programmers available.
Ok. I guess maybe more people who are interested in game development are interested in developing content, rather than the engine?

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psi29a
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Re: Comments on first try

Post by psi29a » 06 Feb 2020, 16:21

They want to make games, not game engines. There is a subtle difference.

Unity3D and UE4 are all perfectly serviceable engines that are ready for you to make games with.

That is why some people say: why waste your time creating an engine to run Morrowind when you can use UE4 or Unity3D (like Daggerfall Unity). A fair and valid argument, it would solve many problems. Sad fact is, those engines are not GPL so we're not legally allowed to use them.

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AnyOldName3
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Re: Comments on first try

Post by AnyOldName3 » 07 Feb 2020, 01:01

If OpenMW were a new project starting today, there's a reasonable chance that we'd build it on top of Godot. This would probably come back to bite us in the arse and we'd wish we'd started from scratch, but at least in the early stages, it would save us a lot of time.
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Re: Comments on first try

Post by psi29a » 07 Feb 2020, 09:13

MIT License Godot, also heard nice things. Someone could always give OpenMW fork a go like Scrawl did for replacing Ogre3d with OSG... but, this would be more ambitious as all subsystems would be replaced. ;)

Note: this is wishful thinking, had Godot been there at the beginning it would be have an option. Switching now, let alone a rendering middle-ware is not trivial.

Again, an interesting project if someone wanted to do that and perhaps real competition for OpenMW? ;)

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Re: Comments on first try

Post by Sslaxx » 07 Feb 2020, 15:06

Honestly, if anyone were crazy ambitious enough to try and re-write OpenMW with Godot, waiting until 4.0 is out with its Vulkan support wouldn't be a bad idea; performance might not be adequate otherwise. LOD and occlusion are things that the current versions of the engine do not have; 4.0 won't have them off the bat either, but it'll be much easier to write such systems with it. 4.0 won't have an in-built terrain system either, though Zylann might port the one he made for 3.x over at least.

Re-writing as much of the code to be modules/GDNative plugins might save (a very little) time, too. Especially regarding BSA/NIF support and the like.
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Kepler
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Re: Comments on first try

Post by Kepler » 07 Feb 2020, 16:02

Wow! I read about Godot. Godot Engine is developing very fast and has a very large community. :o

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