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pixel_legolas
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« on: August 25, 2010, 04:14:09 AM » |
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Hi helios and everyone behind gamecore. I just want to hear that you are still alive, that no forest-fire or earthquake have swallowed you  Would be nice to hear anything of what is going on behin the scenes. Any templates that you are working on, updates, games you are making etc. The forum is kinda dead and just wish to hear that you at least are working with something 
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LutinMalefique
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« Reply #1 on: August 25, 2010, 02:05:59 PM » |
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hi pixel, for once I can understand their silence : summer, holidays... But i can tell you that they are alive, i asked them a question on the support about the pro version and the next updates : some nex will come soon (valve time of course  )
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pixel_legolas
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« Reply #2 on: August 25, 2010, 07:58:07 PM » |
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hehe, yeah you are right about some vacation time, didn't think about it that way. Eagerly waiting for some update info etc
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ross.rockafellow
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« Reply #3 on: August 26, 2010, 09:45:09 AM » |
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***Incoming Leak***
Let me put some notes together and collect a few thumbs up.
<3 Ross
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pixel_legolas
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« Reply #4 on: August 26, 2010, 05:08:50 PM » |
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inserting a pre-thumb up 
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Kor
Newbie

Posts: 39
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« Reply #5 on: September 03, 2010, 03:59:32 PM » |
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Lol I'll agree with pix, Some new Templates would be nice. (Also agreeing with pix, I'd particularly like an RPG Template, just so I could see about how its all put together, instead of pestering the forum every 5 min)
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Every artist was first an amateur. -Ralph Waldo Emerson
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BigDaz
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« Reply #6 on: September 17, 2010, 07:55:25 PM » |
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Ah, there is news! Well sort of. It was hiding on twitter. September 10th: Some big updates & announcements for the GameCore @ Web 3D development community coming soon! September 17th Something is afoot in the Forest - what could it possibly be? http://imgur.com/jxeoshttp://twitter.com/gamecore3d
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Bensta
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« Reply #7 on: September 19, 2010, 11:14:59 AM » |
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Humm, yea i also see from twitter the animation tree has been re-done... hope that fixes the problems i was having. But i also hope i not got to pay for gc3 to get them, as i wount.
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gekido
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« Reply #8 on: September 25, 2010, 02:38:54 AM » |
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Hey everyone.
Sorry for the lag & persona non grata lately. Been readjusting to moving back up to Vancouver and getting back in the swing of things.
We've setup a small team in Vancouver that is completely heads-down focusing on the engine - and the results have been paying off in spades. A part of what we have been working on is a completely revamped set of examples, demo's and documentation to cover what we've been working on.
We've been hard at work on a wide range of things - almost equally split between seeing what shiny new features that we feel the engine should have, doing polish improvements on existing features and refactoring internal systems that (in some cases) have been around for years that needed improvements.
A short list of things that have already been completed and are in the engine so far include:
- automatic lens flares (can be seen in the forest screenshot Ross posted) - vastly improved spawner handling & imposter performance (again shown in the forest screenshot) - enhanced post processing management to allow you to specify certain post filters to be applied under or above water - the engine automatically detects when the camera goes below the water and applies the effects. This works in the editor and in-game. - new plugin system that allows you to create & link in DLL's to expose your own custom C++ functions to script. Basically any function that you expose in your DLL's interface (using the stanard dllspec header files) is directly accessible from script. This is the first pass in the plugin system, designed specifically for integrating custom AI / networking libraries (and much more) & will be expanded in the future. - 3d positionable form elements (more on this later - VERY cool) - interface for viewing & working on animations in the object viewer - significantly improved web player functionality - major optimizations to the animation system, objects with animations take much less memory and the resulting bvo objects are much smaller - redone character animation tree, including strafing / swimming & much more --- still working on the character that will be released as an example with the engine, but the test character we are using so far has almost all of the default motions that we want to include - reworked character script / weapons script etc that should allow the default templates to be much more 'moddable' for the community. - many, many other tweaks , bug fixes, optimizations and improvements (with more to come still). - completely redone shader caching system that will reduce load times for your worlds quite a bit, particularly ones that have alot of shaders in them. - a few other things that we have in the works till, but aren't completed yet.
I don't have a timeline for a release as of yet - we're still pretty heads down in development, but we've been discussing timelines and want to get the new features out the door sooner than later, but also are doing a major push to make sure that things are documented with plenty of examples before we do so.
Will post more news about timelines for a release as soon as I can, but don't have anything concrete as of yet.
More soon!
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acocq
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« Reply #9 on: September 25, 2010, 04:50:02 AM » |
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Hey ... good the read these news ... looking forward to what's coming down the pike...  Cheers, Andreas
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__________________________ Easy to use ... is easy to say ! 
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cysphere
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« Reply #10 on: September 25, 2010, 07:35:05 AM » |
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hi mike, - new plugin system that allows you to create & link in DLL's to expose your own custom C++ functions to script. Basically any function that you expose in your DLL's interface (using the stanard dllspec header files) is directly accessible from script. This is the first pass in the plugin system, designed specifically for integrating custom AI / networking libraries (and much more) & will be expanded in the future.
hi mike, this point is a great step in the right heading. But please roll it well documented out, because guessing functions is not really a fun. thank you
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