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AWM Mars
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PostPosted: Tue Sep 07, 2010 11:50 am    Post subject: Reply with quote

I'm trying to setup a world on my server.. you will need to install the IE plug-in. It only works on XP, for Vista you have to download the installer and run it as Admin.
Viewpoint stopped work developing the plug-in, which was way ahead of its time.
http://www.wba-advertising.com/atmosphere/atmosphere/Atmosphere.zip Unzip this file and double click the AtmospherePlayer216.exe file only, to install the plug-in and dll files.

Once you have installed the plug-in, and restarted your IE browser, click this link. You may get IE asking if you want to allow the ActiveX plug-in. Assuming you do and want to see the world(s).

http://www.wba-advertising.com/atmosphere/thecruise/atmosthecruise.html

This was my second world I ever built, its very crude compared to many of the skilled artists that have created other worlds. If you go to the middle deck (lefthand side), walk into the bar (towards the pointy end), then to the opposite end of the room, down a corridor (either left or right sides), you will see floating red, blue and green squares, that is a portal to a linking world, simply walk into it. You will have arrived in my very first set of worlds, an Art Gallery for my Aunty. The world you arrive in, is a central world, there are 6 other linking worlds, connected by the floating portals you see.

It is quite long to explain all the elements of Atmospheres attributes, but I have a 'basic guide' here (pdf format) http://www.wba-advertising.com/atmosphere/Atmosphere_User_Guide.pdf
and one I created myself as a 'quick start' for users of the worlds. http://www.wba-advertising.com/atmosphere/atmospheredetails.html

Actual building was done in the Builder (scene manager), despite being started some 10 years ago, it was very powerful. It has built in physics, light mapping and dynamic shadowing, scripting (including whip linking, awesome in use). You could prim build and or import OBJ objects in Mts/Mtx format via Viewpoint scene builder.

What I really liked about the Builder/Scene Manager, is the menu docking systems. Trucker showed you the menus in a standard viewport layout. You could dock as many of the different menus that you wanted to, and by dragging the tabs to the main window edge, you could dock them leaving clickable tabs that make the menu windows shoot out ready for use, click again, they slide back.

Here are a few of my screenshots within Builder.
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenOne.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenTwo.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenThree.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenFour.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenFive.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenSix.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenSeven.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenEight.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenNine.jpg
http://www.working.yourinside.com/worlds/ForumPics/Ogitor/Atmosphere/ScreenTen.jpg

When the viewports have a Blue background, you are in Object/Model space and applying properties to models/prims, when it turns Grey, you are in World/Scene space and working on scene elements. It is automatic depending on what you are doing.

Their is also a 'Player view, which is a preview, with physics, light mapping and dynamic lighting, to give you a feel for the progress. You would render to different degrees, so you could fine tune your settings, before the big final render. Some 6-8 years ago, on systems back then, it could take many hours, even days to complete the render (1 day=2 hours now lol). Have a look at the PDF document, see how far advanced Atmosphere was for its day. Trucker and I could fill this forum just talking about Atmosphere LOL. Laughing

Oh, when visiting my worlds.. don't expect too much.. it was like my first Lego set lol. Crude prim building, low quality textures, no meshes, no scripts and several issues.

I have setup some other worlds built with Atmosphere, as recently as a year ago. Once I find that I have done with them, I'll drop some links here. Maybe even some avatar links Smile

EDIT:
One thing I forgot to mention was, you could embed a VR environment within a PDF document, like a living book Smile
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Last edited by AWM Mars on Tue Sep 07, 2010 12:30 pm; edited 1 time in total
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AWM Mars
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PostPosted: Tue Sep 07, 2010 12:22 pm    Post subject: Reply with quote

Jeroen wrote:
AWM: what additional features would such a program need? Can you put such requirements in a list? Having a list makes discussing features much easier. Also, can you tell a little more about Atmosphere? What made it so useful?

I see DeleD in its current form, and a Scene Manager programme from the same stable, taking imports from popular formats and of course DXS etc natively.
1) The scene manager will allow the user to place models/meshes and scene elements.
2) Apply attributes to models/meshes such as shaders, script functionality, particles, behaviours, properties like normal settings, scale, position in world space, shadowing (static (use lightmaps) and or Dynamic) etc.
3) Environment elements like Water, Sky, Sun/Moon, God Rays, Terrain, Instancing geometry like waving grass, trees etc. Also dynamic weather behaviours (set time/day/location, and whether the lighting is dynamic to mimic a timeline and or realtime).
4) Procedural Particle and Shader importing, application.
5) Basic Prim sets, for use either in building the scene, and or as Scene Node elements such as anchors, waypoints, media texture holders.
6) Cameras, placements, anchors for viewpoints and predefined views (inserts) for hosting say HTML/Media HUDS.
7) Compositors for post effects.
8 ) Portal functionality for linking levels, annexes and or other worlds.
9) Procedural Sensor behaviours, including proximity, timer, keyboard input, user input (chat commands) etc.
10) Network (multi user) layers, that can be linked to a xmpp/sip compliant server for multi user communications.
11) Physics layers, and behaviours such as spring, motor, link, hinge etc. Including collision properties such as mass, friction, gravity forces to all three axis.

I am sure this is nothing but a short list and there is much that can be added. Potentially, this would amount to a large project, but if modularised like VastPark, using plug-in modules, it could be developed in chunks.
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chronozphere
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PostPosted: Tue Sep 07, 2010 1:51 pm    Post subject: Reply with quote

AWM Mars wrote:
Jeroen wrote:
AWM: what additional features would such a program need? Can you put such requirements in a list? Having a list makes discussing features much easier. Also, can you tell a little more about Atmosphere? What made it so useful?

I see DeleD in its current form, and a Scene Manager programme from the same stable, taking imports from popular formats and of course DXS etc natively.

1) The scene manager will allow the user to place models/meshes and scene elements.
2) Apply attributes to models/meshes such as shaders, script functionality, particles, behaviours, properties like normal settings, scale, position in world space, shadowing (static (use lightmaps) and or Dynamic) etc.
3) Environment elements like Water, Sky, Sun/Moon, God Rays, Terrain, Instancing geometry like waving grass, trees etc. Also dynamic weather behaviours (set time/day/location, and whether the lighting is dynamic to mimic a timeline and or realtime).
4) Procedural Particle and Shader importing, application.
5) Basic Prim sets, for use either in building the scene, and or as Scene Node elements such as anchors, waypoints, media texture holders.
6) Cameras, placements, anchors for viewpoints and predefined views (inserts) for hosting say HTML/Media HUDS.
7) Compositors for post effects.
8 ) Portal functionality for linking levels, annexes and or other worlds.
9) Procedural Sensor behaviours, including proximity, timer, keyboard input, user input (chat commands) etc.
10) Network (multi user) layers, that can be linked to a xmpp/sip compliant server for multi user communications.
11) Physics layers, and behaviours such as spring, motor, link, hinge etc. Including collision properties such as mass, friction, gravity forces to all three axis.

I am sure this is nothing but a short list and there is much that can be added. Potentially, this would amount to a large project, but if modularised like VastPark, using plug-in modules, it could be developed in chunks.


That is a huge list. Shocked Would take years to implement everything. I'd just focus on the following:

1) The scene manager will allow the user to place models/meshes and scene elements.
2) Apply attributes to models/meshes such as shaders, script functionality, particles, behaviours, properties like normal settings, scale, position in world space, shadowing (static (use lightmaps) and or Dynamic) etc. (Good idea but actually "rendering" all these properties is alot of work).
5) Basic Prim sets, for use either in building the scene, and or as Scene Node elements such as anchors, waypoints, media texture holders.
6) Cameras, placements, anchors for viewpoints and predefined views (inserts) for hosting say HTML/Media HUDS.
8 ) Portal functionality for linking levels, annexes and or other worlds. (Could be done by clever use of tags. The engine could link stuff together in the end)

I also think some of features are beyond the scope of such a world editor. Especially:

9) Procedural Sensor behaviours, including proximity, timer, keyboard input, user input (chat commands) etc.
10) Network (multi user) layers, that can be linked to a xmpp/sip compliant server for multi user communications.
11) Physics layers, and behaviours such as spring, motor, link, hinge etc. Including collision properties such as mass, friction, gravity forces to all three axis.

Making the app work over a network "would be cool" but is IMHO simply too complicated and would slow down development too much. Physics support should be added to the game engine, and is probably not neccesary in the editor. Just setting physics properties for objects by using tags will suffice.

I'd do it like this: Implement a lot of "common" features like placing meshes, dummies, camera's, waypoints etc.. The rest can be achieved with tags. Simply add tags to a mesh to give it a special function/meaning. But you don't "see" everything working inside the editor. It's good but not fully interactive. Remember that each game-engine has it's own requirements. Making the program WYSIWYG for each of them is too much work.

And yes, extra plugins could make the program respond to certain tags, and could be used to animate something, or to add a "sun" effect that is visible inside the editor. We have to be realistic though. It'll take a long time before those plugins are there. The core of the program most be really "bare bone" to make it feasible.

Just my $0.02 Wink
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Nocturn
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PostPosted: Tue Sep 07, 2010 2:08 pm    Post subject: Reply with quote

All this stuff presented in the last post is still an total overkill, don't try to change DeleD that drastically, yeah sure make a good tag system, yeah have a scene graph etc.

I'd rather like to see a working version of DeleD which is purely based on plugins (create and manipulation routines stored as plugins which are 1:1 integrated in the GUI).

Then you have a base and can think about cool stuff like geometry shaders and dynamic content.
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AWM Mars
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PostPosted: Tue Sep 07, 2010 2:29 pm    Post subject: Reply with quote

I see you are looking at this way too small.. what you describe taking a companion programme to DeleD to.. would be no more or less than the prolifercation of Middleware thats out there.

What probably has been overlooked is.. the graphics rendering engine could be opensource Ogre, the Physics PhysiX (by nVidia), scripting behaviours via javascript, particles are another modular elements that can be grafted, all are free and mature. Hydrax and SkyX take care of the water and sky elements.

The reason I listed the items was mainly because Jereon asked me to, but also so you could explore in modules what is available already that can be combined into a scene manager that can actually deliver a working useable multi-user environment.. anything less and you are wasting your time and should go back to thinking about what language to rewrite DeleD in.

As a FULL Developer, I don't need yet another middleware, almost deliverying the goods, but stopping short of the final hurdle (making it useable as a finished product) from model creation to user interactivity. The ilks of Trucker, and Harper understand what I mean. If you cannot make a programme that can provide a finished, complete, useable, functional environment...

Oh, one last thing... you have to decide from day one, is this going to be a programme for programmers, or artists? I have never met one yet (except Atmosphere) that could be both.
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chronozphere
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PostPosted: Tue Sep 07, 2010 2:40 pm    Post subject: Reply with quote

AWM Mars wrote:
What probably has been overlooked is.. the graphics rendering engine could be opensource Ogre, the Physics PhysiX (by nVidia), scripting behaviours via javascript, particles are another modular elements that can be grafted, all are free and mature. Hydrax and SkyX take care of the water and sky elements.


Yes, we could do a mockup of different technologies allready out there. Smile

However, we still need to find a language in which all these modules can be used. C++ comes to mind here. Also, properly intergrating a module can be tricky. Each one will need to be researched properly.

I was just saying that we need to focus on a stable core in the first phase of the project. If the core doesn't do it's job well, there is no point in thinking about all the other features.

Quote:

As a FULL Developer, I don't need yet another middleware, almost deliverying the goods, but stopping short of the final hurdle (making it useable as a finished product) from model creation to user interactivity. The ilks of Trucker, and Harper understand what I mean.


yes, that's essentially the difference of perspective between programmers and artists. Wink
As a programmer, I tend to focus on small bits and generic sollutions. The hard work that'd go into implementing all the features in your list simply blows my mind.

Quote:
Oh, one last thing... you have to decide from day one, is this going to be a programme for programmers, or artists? I have never met one yet (except Atmosphere) that could be both.


For artists. But we need to attract programmers too. We need them to write plugins that make the life of the artist easier. Smile
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tpascal
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PostPosted: Tue Sep 07, 2010 7:01 pm    Post subject: Reply with quote

Quote:

If you want to write your own modeller, or do a rewrite of DeleD, do note that a "freshly written codebase" will contain bugs. A matured program like DeleD has much of those bugs eliminated. Or to put it another way, new code doesn't have to be better than old code, just because it has a better design. Programmers, do read this. Smile


Hi, i am a delphi/pascal programmer, i barelly post somthing in this forum but i do check it regullary, (same as in delphigame web site); and same as some users from this forum, i am interested in deled as a tool for some kind of level editor that can produce content for a game engine, so i would like to give me opinion about how deled is been managed.


There are a lot open source engines/world editors/modellers/projects out there, not just in c++ but also some few in delphi/pascal an others languajes; several of them are also almost abandoned or barelly updated, it is not just the language of choice, it is also the level of interest those projects can produce in their comunity.

Starting all over again in c++ or c# just becouse that way *maybe* programmers from those languages will be interested in deled sound a litle silly, for that you need to get those programmers interested *righ now* so they can start porting Deled...so it sound like the chicken and the egg scenario.

In fact, just starting all over again even in same language delphi/pascal is like killling all you have done in all these years, and for what?, becouse in two or 3 years after you finish a new deled with "better" dessign it will be easier to some one else to add new code to it?, nah!, in 2 or 3 years technology will have advanced a lot, new pixel/vertex/geometry shaders, physic hardware could be normal in computers, maybe multi-core proccessing in 16-core machines will be the boom, then programmers from that time will think the "new" deled was not dessigned for handle those new cool stuff, and it is already obsolete.

The key from the article you pointed is: "it is easy to write code than to read code, specially if it is someone else code"

Thats right, amen to that statment, that is our main problem, that is why most programmers preffer to code somthing again even if someone else already wrote somthing similar, we preffer to spend time coding somthing new but that we will know how it will work fully, that spend the time trying to understand how most or less it work somthing that somebody else did.

Maybe that is why most programmers who where interested on update deled found this task no enjoable at all, jumping from unit to unit, from class to class, from function to function trying to figuring out where and how the things are done; they are reading "somone else code".

So Jeroen, what i can suggest is that you sit down, take the time and write some good PDF document that could help a bit to the programmers to navigate into the sea of your deled source code; i am not saying a full especs of all your classes, that would be silly and unrealistic, but give somthing that help to the programmers to know where to look when they want to uptade/improve somthing, for example telling the units names and what kind task they does, most important class names and what they does, some kind a map that show in a general way how and where object are added to scene, where is then rendered, where is handled users inputs, etc, etc, etc.

the 2th thing i could suggest you already reallized it is needed, a list of realistic things/features that need to be updated/added to deled, lot people in this forum says Deled is awesome, easy to use, easy to understand..great, then what else it needs?, what it lacks, what is missing in the tool that is stoping the user to achievement his goal.

Btw, what is deled?, it is a level editor for games?, it is a scene editor for 2d video clips or movies?, it is a web site scene content creator?, or it is a bit of this and a bit of that?; answering that will help to get a list of what are the most important features that need to be focus on; some people think that it is a lot better that a tool is full speciallist in one thing that been general in several things.


Still in the same topic of a list features, when you released deled source code, you noted a good project activity, programmers jump in to add new features and fixs, however every programmer did what they like it; they implemented their own ideas and tastes, and maybe some added one or two features that they needed for their own project; now some of they lost some interest and motivation, the project actity is low, maybe they are just a bit tired and they are resting before continuing; now i think it is time to point that it is important to ASK to the programmers who really wants to contribute with the project that also they should works in the ideas of those none-programmers deled users, the true artist; those poor souls that have not more option that wait patient that someone else add a feature similar to the idea they was waiting to be implemented; and you know what?, artist ideas are way more usefull than programmers ideas; programmers are not artist; there are 2 or 3 popular 3d modeller out there which i dont want to name (*cof*truespace*cof*) which most people agree the gui and interface dessign is awfull and stupid, and generally this happen becouse those dessign where done totally by programmers, not by artist. Another example; you are the deled main programmer, you and you other friend build 98% of what deled is now, you both that anyone else know how every feature works; however chances are (i can bet but i could be wrong) that you never used deled to build a scene as big as what this guy Harper did with his Meynheim world; probably you never buit a full level with 200 rooms full textured and populated with all kind objects and ornaments; you could say, i dont have enough time to code the tool and to build so huge scenes.Well only those that uses your tool extensively know what it works in practice and what not, we as programmer think that just adding a button and a text box to type manually some parameter is enough, yea, it is enogh when it is used 6 or 7 times in our test, but when it is used 100 or 200 times in a real project then it is annoying.

My point is that you should give priority to the artist ideas for your deled todo feature list, then tell where in your code someone have to look and ask the programmer to work in that. Granted, all programmers are giving his time for free so they should work in what they like; but you should also tell the programmers not to be selfish and donate time to the team, to the project, to deled not to their self.

Someone could say that it is easy to say what i have said but nobody had saw me contribuiting with any patch or code so far; yes, that is true; i did downloaded the source code the first day it was available, but i have done nothing with it; i dont totally like current approach, comming my self with an idea, coding that and then comming in the forum and say "hey looks, i added to deled an option where you can open a mp3 file and play it so you can hear music menawhile your are drawing your scene"...and then nobody cares becouse the idea is stupid, becouse some can already do that in diffrent way but better, or becouse the idea is applied so specific that it can not be usefull for everyone.

thanks for reading my rants.

tp.
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trucker2000
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PostPosted: Tue Sep 07, 2010 8:46 pm    Post subject: Reply with quote

Quote:
...what you describe taking a companion programme to DeleD to.. would be no more or less than the prolifercation of Middleware thats out there.


LOL AMW, it sure sounds like you want to turn deled into atmosphere. Very Happy

Quote:
2) Apply attributes to models/meshes such as shaders, script functionality, particles, behaviours, properties like normal settings, scale, position in world space, shadowing (static (use lightmaps) and or Dynamic) etc


This is already possible. Atmosphere used a "tag" system to add scripts and such to objects. DeleD already has a tag field for the object, and one for the texture. Personally, if the exporters were made to note the tag and comment lines, it wouldn't take much to add those fields to your importer.

Quote:
I also think some of features are beyond the scope of such a world editor. Especially:

9) Procedural Sensor behaviours, including proximity, timer, keyboard input, user input (chat commands) etc.
10) Network (multi user) layers, that can be linked to a xmpp/sip compliant server for multi user communications.
11) Physics layers, and behaviours such as spring, motor, link, hinge etc. Including collision properties such as mass, friction, gravity forces to all three axis.

Definate overkill. DeleD isn't a builder/game engine combo. (like atmo was) It's simply a modeling app.
Quote:
Trucker and I could fill this forum with infor about atmosphere

Very true.
Atmohall even has a working television.
This is a church I made in atmo.
I wish I had the mega$$$ it would take to purchase atmo from adobe.
The work to bring it up to date would be astounding tho.
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AWM Mars
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PostPosted: Tue Sep 07, 2010 8:50 pm    Post subject: Reply with quote

You make some good points.. even if you 'talk' more than I do LOL...

What I believe is important, is what you agreed with me over is, if you rewrite DeleD now, and it takes 3-5 years to do so.. things would have moved on. 3D modelling and the way they are rendered/distributed will change dramatically in the next couple of years. Look at Amazon Cloud, not new technology, but like Facebook, it will drag the way we think into a new direction.
Host your model in a central place, somewhere on the 'cloud', it will be accessible in the same manner as a domain name points to a nameserver using a portable naming protocol. Better security and should you wish to update the model, by doing so with the master copy, all will be updated. How? Simple, the scene managers of today and tomorrow will be descriptors, they simply point to the content, the user downloads the content once, or again if its updated. It is a similar approach to how .Net started, and now Google have picked up on.. Applications on demand, you only download into caches, what you want to use today/now.
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AWM Mars
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PostPosted: Tue Sep 07, 2010 8:55 pm    Post subject: Reply with quote

trucker2000 wrote:
Quote:
...what you describe taking a companion programme to DeleD to.. would be no more or less than the prolifercation of Middleware thats out there.


LOL AMW, it sure sounds like you want to turn deled into atmosphere. Very Happy

Quote:
2) Apply attributes to models/meshes such as shaders, script functionality, particles, behaviours, properties like normal settings, scale, position in world space, shadowing (static (use lightmaps) and or Dynamic) etc


This is already possible. Atmosphere used a "tag" system to add scripts and such to objects. DeleD already has a tag field for the object, and one for the texture. Personally, if the exporters were made to note the tag and comment lines, it wouldn't take much to add those fields to your importer.

Quote:
I also think some of features are beyond the scope of such a world editor. Especially:

9) Procedural Sensor behaviours, including proximity, timer, keyboard input, user input (chat commands) etc.
10) Network (multi user) layers, that can be linked to a xmpp/sip compliant server for multi user communications.
11) Physics layers, and behaviours such as spring, motor, link, hinge etc. Including collision properties such as mass, friction, gravity forces to all three axis.

Definate overkill. DeleD isn't a builder/game engine combo. (like atmo was) It's simply a modeling app.

I was never talking about altering DeleD itself, but making a companion programme, the next logical step to compliment DeleD.
Quote:
Trucker and I could fill this forum with infor about atmosphere

Very true.

I wish I had the mega$$$ it would take to purchase atmo from adobe.
The work to bring it up to date would be astounding tho.[/quote]
Adobe are not willing to budge on doing anything with Atmosphere, it is 100% gone forever Sad
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AWM Mars
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PostPosted: Mon Sep 13, 2010 7:43 pm    Post subject: Reply with quote

ermm.. I didn't mean to stop this discussion dead.. Surprised
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trucker2000
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PostPosted: Mon Sep 13, 2010 9:56 pm    Post subject: Reply with quote

You didn't. Tis the season.
I can see your points. I wouldn't have a clue how to start coding something like that tho.
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PostPosted: Tue Sep 14, 2010 8:37 am    Post subject: Reply with quote

AWM Mars wrote:
ermm.. I didn't mean to stop this discussion dead.. Surprised


You didn't. I just clearly stated my points so there was no need for me to keep posting. Wink
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Tue Sep 14, 2010 11:04 am    Post subject: Reply with quote

tpascal, you are right.
There is still a todo-list, so everyone shortens it will be welcome.
To make DeleD new from scratch - just in another language would be
wasted time. If one start this, his version will be robust in a few years,
with nothing new in it.
A complete other thing is to make a world-editor, as clear and useable
as DeleD. I really could need such thing. But - make it as a "companion"
programme to DeleD; with a similar user-friendly interface.
So whatever, keep on coding! We, the poor artists, needs you all.
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Ewout
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Joined: 15 Sep 2010
Posts: 45

PostPosted: Tue Sep 28, 2010 4:17 pm    Post subject: Reply with quote

*bump*

I've talked today with Jeroen about Deled, this topic and the source code of Deled. Personally I haven't checked the complete source code, but Jeroen told me the plugin architecture has a few design flaws. Due these flaws, it's difficult to expand Deled. We've also discussed about it rebuilding Deled in C# with a new design. Alltough, what he also mentioned is that people would like to see a scene manager. Combining these facts, I've become enthusiastic about setting up this project.

I program now almost 4 years in C# and 2 years XNA (managed graphics library of DirectX). I would like to know how much people are interested redesiging deled functionality in C#? In later stages, we could also program a scene manager (building environments) tool. I would like setup a project like that with a generic plugin structure, alltough I can't do this alone. Are here also a few people who are interested set up and help with this project?
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