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Old 04-14-2006, 01:13 PM   #21
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Deck 13 used OGRE - good technology, advanced feature, cheap - did it come to your mind to use an engine under the GPL license? Couldn't you have built your tools around such an engine ?
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Old 04-14-2006, 01:14 PM   #22
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They look good enough for me, Its just some places look a bit blurry. I was just curious.
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Old 04-14-2006, 06:54 PM   #23
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Quote:
Originally Posted by vimes
Deck 13 used OGRE - good technology, advanced feature, cheap - did it come to your mind to use an engine under the GPL license? Couldn't you have built your tools around such an engine ?
Ogre isn't an engine...its only use is for rendering.
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Old 07-18-2006, 12:11 AM   #24
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>>Ogre isn't an engine...its only use is for rendering.

Both pedantic and wrong: "engine" is entirely acceptable shorthand for a rendering engine, which ogre is a definitive example of.
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Old 08-01-2006, 03:26 PM   #25
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Hi Kevin!
A few technical points from a colleague

Am I wrong or are the characters lit with Gouraud vertex lighting?
If so, given the fact the cartoony characters are so smooth, I think a nice smooth per-pixel lighting would greatly benefit the games without modifying the resources!
Shadows would be nice too

Your production pipe seems real smooth according to the quality and frequency of the games!

Cheers,
Bertrand
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Old 11-21-2006, 06:50 PM   #26
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Any chance the engine will feature hardware accelerated mouse or mouse control run in a separate thread in the future? When run on a machine at the lower end of the scale there's significant mouse lag - everything else runs fine but the pointer droops about.
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Old 11-21-2006, 09:16 PM   #27
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Turn graphics quality down, and the mouse speed should pick up. To get better graphics with the quality set to low, crank up the resolution as high as your computer will let you.
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Old 11-22-2006, 01:44 AM   #28
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Quote:
Originally Posted by fov View Post
Turn graphics quality down, and the mouse speed should pick up. To get better graphics with the quality set to low, crank up the resolution as high as your computer will let you.
I understand that the overall performance is what's dragging the mouse performance down which is why I asked if such additions to the engine where possible. Some games in the past have offered just such options and since we're talking about adventure games that (in this case) are primarily focused on navigating scenes and scenarious with a mouse cursor, keeping that speedy despite all thats going on in the background would seem a boon.

I appreciate your suggestion but does it not seem a little odd to sacrifice visual wowery to achieve a steady framerate & responsive mouse input - when its an adventuregame that would look just as good at 18 frames as 80+ and practically no one could tell the difference if the cursor didn't lag?
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Old 11-22-2006, 09:56 AM   #29
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No worries, we will be moving to a hardware cursor in the near future!

Thanks,
Kevin
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