#16 Added by Kaetemi 2 years ago
There is also a question to the developers, as far as I know the graphics are made in 3ds max and version quite old, is it possible to reconfigure the engine to formats that could be converted from Blender? I think there would be more help in this regard =)It would be nice. We had worked on it in 2013, and even released money for it (but clearly not given to the right people). Currently, Blender can make static objects for the game, so that's something.
There is also a question to the developers, as far as I know the graphics are made in 3ds max and version quite old, is it possible to reconfigure the engine to formats that could be converted from Blender? I think there would be more help in this regard =)
But unfortunately the graphics pipeline is a very big piece, extremely complex.
Although the game is partly open source, it has been organized as a labyrinth of secrecy.
those who remain have a tendency to either become jaded or to become totally allegiant to the system and thus perpetuate it (I oscillate between the two
However, almost all of the gameplay mechanics in Ryzom revolve around this grind, and always having one more branch to climb.
Edited 12 times | Last edited by Kaetemi (2 years ago)
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#17 Added by Kaetemi 2 years ago
It would also be nice to think about switching to another engine, such as TinyCore Mangos, but I think it's more difficult than finishing the Ryzom engine, so this question is rather just a thought out loud.
#18 Added by Kaetemi 2 years ago
If I had millions of dollars to spend on this game it would go into porting it to iOS and Android. THAT is how you would get a big influx of players.
Edited 2 times | Last edited by Kaetemi (2 years ago)
#19 Added by Jaymz 2 years ago
JaymzIt would also be nice to think about switching to another engine, such as TinyCore Mangos, but I think it's more difficult than finishing the Ryzom engine, so this question is rather just a thought out loud.The engine is not the problem.
#20 Added by Kaetemi 2 years ago
I did not say that the engine is a problem, it is interesting and I am interested to know what it is capable of =)The only thing I would like to tie to the engine now is the normal shadows of all objects
#21 Added by Jaymz 2 years ago
#22 Added by Kaetemi 2 years ago
I probably don't quite understand it. Are there different versions of Ryzom?
Last edited by Kaetemi (2 years ago)
#23 Added by Jaymz 2 years ago
Ryzom Core is the open source community project. But it's not really a game, it's just the base assets, all fully rebuilt from scratch, providing a blank shard.
#24 Added by Kaetemi 2 years ago
If I record a video with problematic moments, can you confirm your guess?
#25 Added by Jaymz 2 years ago
JaymzIf I record a video with problematic moments, can you confirm your guess?Yes, please do send.
#26 Added by Kaetemi 2 years ago
The video perfectly shows the behavior of shadows. It can be seen that some shadows are "fake", some objects do not emit a shadow, and some objects pass a shadow through themselves.
Edited 6 times | Last edited by Kaetemi (2 years ago)
#27 Added by Kaetemi 2 years ago
#28 Added by Jaymz 2 years ago
(oops double post delete)
Last edited by Jaymz (2 years ago)
#29 Added by Kaetemi 2 years ago
Kaetemi(oops double post delete)That is, in general, everything should be as it should be. Well, I was worried that there was a mistake =)Then I can go back to other thoughts
#30 Added by Jaymz 2 years ago
Or learn C++ and OpenGL, and implement shadow mapping in the GL3 backend (after you finish missing features in the GL3 backend). :)
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