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Hello everyone and thanks for stopping by. Apologies for the long silence since the last release. That silence does not mean nothing has happened, however – quite the contrary actually! The upcoming OpenMW version 0.46.0 is already a huge release with many major differences compared to the current s...
Two questions are general OpenMW questions and not specific to Android, so I'll answer those. Can't answer the Android-specific ones. And does anybody know if and how to use swift casting [...]? Not possible because it isn't implemented into OpenMW (yet). There has been some debate wether Obvlivion-...
- 03 Jun 2019, 08:47
- Forum: Off Topic
- Topic: Looking for people interesting in helping with an Oculus Quest version of Morrowind
- Replies: 1
- Views: 666
Moderator note: Moved topic to Off Topic forum since this project is actually not related to OpenMW.
- 08 May 2019, 01:32
- Forum: General
- Topic: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
- Replies: 25
- Views: 4603
Personally, if chaning rendering engine is something you want to do later Stomy, maybe vulkan scene graph would be the go-to engine? Ogre3D wasn't exactly a performance horse back in the <0.37.0 era, and outside of that, do we really have much other choice in GPL-friendly engines?
- 19 Apr 2019, 09:07
- Forum: Feature Requests and Suggestions
- Topic: path tracing,ray tracing?
- Replies: 10
- Views: 2823
Yes, the Overgrowth approach is really cool. IIRC, Overgrowth's code is open source, even though the assets are not. So I guess one could easily take a look at the code and see what's going on behind the animations?