Updated the first post. Here's some screenshots of recently implemented features (GUI, animations, correct NPC scaling):
FYI, since I added the font loader, now the branch depends on a git version of MyGUI (commit 0b14f6913cd2596).
OSG port roadmap and design plans
- psi29a
- Posts: 5361
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OSG port roadmap and design plans
When do you think MyGUI will make a release with your commit? I know that there has been a lot of work recently on their side.
Re: OSG port roadmap and design plans
Considering that there may be issues with running OpenMW using Clang under Vivid (and that the issue appears to be with the Boost threads library), this would be very welcome.scrawl wrote:[*]Get rid of boost
With Ogre gone we will no longer need the boost libraries. We are still using filesystem and shared_ptr in a lot of places though. Switching to C++11 would be a migration path.
- ElderTroll
- Posts: 499
- Joined: 25 Jan 2012, 07:01
Re: OSG port roadmap and design plans
Been following your trello page. Keep up the awesome work scrawl. It is really impressive. Let me know if those pizza funds stop flowing.
Re: OSG port roadmap and design plans
Hello again! Did I really not post for 2 1/2 weeks? Time flies...
A few noteworthy additions since the last post:
- Physics are back, so no more floating NPCs.
- SDL was integrated, along with hardware cursors. Went surprisingly smooth.
- Inventory dolls are back:
A notable change is the item picking logic, now using OSG's intersection tests instead of a selection buffer (which was responsible for the small lag every time the inventory is opened). Works mostly ok, but sometimes only the back-faces of meshes are hit for some reason. I'm trying out OSG svn now to see if that's better.
Next up is porting the camera controller, so we can have a walk around our new world. Then, add the missing terrain, the map window, re-enable various bits that I've had to comment to get the initial port to compile, and we should have a playable game. I'm hoping there'll be a playable beta in 2-3 weeks or so
A few noteworthy additions since the last post:
- Physics are back, so no more floating NPCs.
- SDL was integrated, along with hardware cursors. Went surprisingly smooth.
- Inventory dolls are back:
A notable change is the item picking logic, now using OSG's intersection tests instead of a selection buffer (which was responsible for the small lag every time the inventory is opened). Works mostly ok, but sometimes only the back-faces of meshes are hit for some reason. I'm trying out OSG svn now to see if that's better.
Next up is porting the camera controller, so we can have a walk around our new world. Then, add the missing terrain, the map window, re-enable various bits that I've had to comment to get the initial port to compile, and we should have a playable game. I'm hoping there'll be a playable beta in 2-3 weeks or so
Re: OSG port roadmap and design plans
Yay! I can't wait to try it!
Re: OSG port roadmap and design plans
But this is software development, so it always takes twice as long as you expect it to. So... can't wait until the beginning of July!scrawl wrote:I'm hoping there'll be a playable beta in 2-3 weeks or so
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: OSG port roadmap and design plans
d
Last edited by sandstranger on 18 Jan 2018, 16:07, edited 1 time in total.
Re: OSG port roadmap and design plans
Right after classes start for summer semester... I'm going to fail...scrawl wrote:I'm hoping there'll be a playable beta in 2-3 weeks or so
Re: OSG port roadmap and design plans
I don't know about that. A couple minutes ago, scrawl got activation working for containers, NPCs, and doors. You can practically do quests now, as long as you don't mind the sky zooming by at light speed, and not having visible terrain.Okulo wrote:But this is software development, so it always takes twice as long as you expect it to. So... can't wait until the beginning of July!scrawl wrote:I'm hoping there'll be a playable beta in 2-3 weeks or so